On page 43 it says that players can perform an action once on their turn, which includes anything involving one of the courses of action (like Act, Defend, and the others listed). This would mean anything that helps on the fight/conflict, including the use of blasphemies for those objectives (wheter it be setting up an ally, using objects, assess the situation for advantages, etc).
mors_rubrum
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In page 18 is explained that category can be used by the Admin to determine the nature of dice rolls. While this part wasn't changed on the 1.1 update (It only talks about the exorcists and their powers), I asume that it also extends to the weapons, so higher CAT weapons would be more destructive/powerful (as a house rule, with the integration of category on weapons I'm also asking my players to choose/describe their weapons according to their CAT, so as they are on CAT 2 now, they still have no access to highly destructive weapons), and maybe even make certain actions don't even require rolls.
An example I'm thinking is using like a CAT 4 weapon against mercenaries or police forces (which are normal humans), I wouldn't even ask for the roll then, they just kill/obliterate them.
Entwine, as I understood it, makes you and another player share their resources (psyche bursts and stress). It would allow the tank/front player stay in place for longer and the one using blasphemies more frequently to be more agressive/useful (plus the telepathy, which could help a lot with the investigation).