Super Cool. I actually tried to start building something like this about a year ago but got distracted by other things, and didn't get that far. Overall the gameplay was really cool, and it definitely has a learning curve - just like actual allomancy.
A couple things that I think might be an improvement:
When burning pewter, I can pretty much roll up walls. Please nerf. I completed the mountain level by just pewter sprinting up the side of the mountain while occasionally using the lamps to speed up my ascent or to straighten myself out.
Using Zinc is really helpful when I was first trying to figure out how to get to the top of things. However, one thing I don't like is that you have pretty much an unlimited reserve. Yes, I know that you can only use it for 8? seconds before letting it cool down for about the same amount of time, but I feel like (1) It almost makes gameplay too easy, (2) It doesn't follow feruchemical rules. If you had it speed up in order to recharge, or make it so you couldn't move during recharge, or you only had a limited amount stored up, that might be better. Idk, it is really nice to have it so readily available when first learning.
You already acknowledged that you want to improve the way allomantic lines are shown, but I just want to reiterate that it was a bit overwhelming. It seems like there are some lines to objects that are so far away that they are pretty useless to push/pull, so pruning away some of the long distance lines might be an idea there (although sometimes being able to select those further metal sources before I started a movement was useful, so finding a balance here would be nice).
The tutorial should have been obvious to me, but I missed the part where it wanted me to hover around the box to clear the stones at the top of the vertical climb, so I got stuck and just quit. Then I tried to figure out controls on my own, but it took me a while. Finally I went back to the tutorial and figured it out. Even then, the coin shooting mechanics were not super intuitive (I accidentally pressed C and then got frustrated by the fact that I couldn't use targetting with pushing/pulling until I accessed the help and found the controls). So having text that is maybe a little larger or noticeable in the tutorial might be nice for dumb users like me. Also, for some reason, I kept thinking that q was for pulling and e was for pushing, but I have no clue why I thought that (maybe I thought that we learned pulling first so pulling should be the button on the left?). After about half an hour of figuring everything out, the controls were pretty fluid for me though, so I don't think you really need to change any controls. I do think having a master controls list that is more accessible would be nice though. Oh, also, I feel like coinshot mode is pretty useless unless you are on the ground, since you can't push and pull at the same time.
For future developments, I would love to see health / combat prioritized. Right now this is a simulator, when I would love to see it as more of a game, with levels including combat, puzzles, even a story and RP. I know that this is a LONG ways off, but even having combat where a friend and I can duel with coins in an arena would be a lot of fun.
Btw, are you open to having other developers work on this with you, or are is this a project that you strictly want to work on yourself?
Edit: I just hooked up my xbox controller and I really like using a controller - much easier to juggle everything and remember what goes to what. Good work on getting that set up.