I am hoping to include more vore stuff that's relevant to main gameplay, it's just a little difficult to do this in a way that respects the content filters without potentially breaking things by removing mechanics. That's also why I'm hesitant to have filters remove scenery in the case that it becomes a necessary part of the level design. Interactivity in the finishers just isn't really that big of a focus for me, but it's not off the table entirely. I will say that one of the big things I'm going to be working on is reworking the finisher script so that each stage is it's own state instead of it all being one script. This should allow finishers to get a lot more complex, allow for randomized animations, and make it so that they don't all follow the same framework. From there it's just a matter of how much time I want to spend on a single enemy's animations.
As for enemies and combat, it's in a bit of an awkward spot right now because this is intended to be a very easy area, and player combat is top priority for things I need to work on. After this location enemies are supposed to have more unique AI, kind of along the lines of the warden in actual avoidance difficulty. The Squirrel for instance will be able to throw projectiles that stun you for a period of time, making it easier for other enemies to get you, or for them to rush you. The current plan for player attacks is either to remove the flurry combo entirely, or to make it so that only the first hit does knockback (allowing you to parry fast enemies if you time it well).
Also can confirm that breakables are in the works, and enemies will have money / energy drops.