If you set the FPS cap to minimum, it will be very difficult to change it back to the default FPS cap on the browser version.
BASE is supposed to be some sort of "anti-ACID", so elements which have a high Hardness value (say, SPNG) are easily eaten away by ACID, but not by BASE, and vice versa, if Hardness is small (like in BRCK), ACID will have a hard time dissolving the elements, while BASE will do it more easily. Elements which have Hardness equal to 0 are not destroyed by ACID and BASE. Essentially the condition for BASE to eat an element is base_life >= 2*element_hardness, so it should explain some of the behaviour you've noticed.
As for the reaction between BASE and ACID/CAUS, the idea was that diluted BASE (i.e. with low .life value) shouldn't react with ACID since it's mostly just water. The condition which triggers the reaction is base_life >= acid_life, and this indeed has a weird effect that high-concentration ACID won't react with BASE, but once diluted, the reaction will start. Now that I've read your post, I also find it a bit weird. Maybe a better condition would be something like base_life + acid_life >= 100.
In my defence I'll say that BASE was in development for over a year at this point, its reactions were discussed in Discord, we had a playtest last year (around June 2025) and the beta was out for a couple of weeks. In other words, there was plenty of chance to express your concerns, so I hope this will serve as an encouragement to you and others to try out snapshots/playtests/betas more.
Given TPT's release schedule, even if I were to change some of the BASE's mechanics, it would arrive not very soon, so there will already be plenty of saves relying on the current formula (there's already a huge factory save utilizing BASE, for instance). If the opportunity presents itself to quickly release 100.1 in the next couple of weeks (say, if someone finds a crash bug which will need to be fixed urgently), I'll think about sneaking in the change to the BASE-ACID/CAUS reaction.