Thanks! I'll give the new version a shot sometime soon. I'm currently integrating Twisted IK into a prototype I'm working on so I'll let you know if I find anything else as I go. It's really been great so far, coming from the inconsistencies in Godot's vanilla IK across the last few updates.
The only other thing I've tweaked is adding a `use_target_up` option to the look at modifier. I have a first person arm rig parented to my camera and the hard coded up direction was making my bones twist around when I put my hands in the air. Here's the snippet:
Vector3 up_dir = Vector3.Up;
if (use_target_up) { up_dir = target_node.GlobalTransform.basis.y; } twisted_bone.LookAt(target_node.GlobalTransform.origin, up_dir);