Thanks for the feedback! The double jump does indeed work somewhat like you say, it's partly a conscious decision though. I want it to be rewarding to time it right at the peak of the initial jump, it's not meant to be a jetpack-feeling jump that resets gravity momentum before applying the upwards force. I've since reworked the movement though based on your feedback. The ramp/angle detection definitely needs some work and tweaking though, I don't want downward movement to feel so punishing and deny jumping/friction control.
Adding a movement speed penalty of some sort for enemies traversing slopes or climbing steps is a great idea, I'll definitely add that. Grenade projectile definitely has a model, if you use it's alt fire to charge but release it very early you can fire a grenade with very little force so you can basically step onto it and check out the model. Slow motions purpose will hopefully become more obvious as I add more complex enemies, bosses and start developing the single player campaign levels. Appreciate the input, lots of good stuff here!