I agree with every critisism you gave. I really don't know why I didn't bound the abilities to numbers lol.
As for the spring enemies, their AI is quite simple, but yea they're unpredictable unles you know how their AI works. They have a detection box under them and when the player enters this detection trigger, they will try to go to the opposite direction of the player's velocity, but if the player is standing however, they will go straight for the player.
The wind effect for the floating ability is made using a shader (I specifically used Shader Graph), which is quite simple though - I just take whatever the camera sees (I'm using render textures, because Scene Color node didn't work) and offset the red channel by some small number and offset the blue channel by the same number as the red channel but multiplied by -1. Then I just combine the red, green and blue channels and plug it into output.