Here are some of my proposal / idea, they come from my lack of skill in programming...
About a possible "abortion" version of KMod - I'd like to avoid anything that permanently negatively "marks" the save file, if possible, so any changes that are made to the file should be somehow reversible. I *was* toying around with the idea of develing a player when the timer runs out (prioritizing lowering Int/Mana - your "rational" mind is being broken down), and I think I might experiment with that in the future. And that's a nice note on finding a way to detect the state of an H-scene - that's something I was thinking about myself! As for the blushing in-menu babydoll, that's a cute and clever idea that I really like! Currently most of my programming-brain is focused towards other projects so I might not look into it myself all that soon, but that's definitely a feature I'd be really interested in.
Anyway, today's iteration has some arguably extreme changes that may be reversed or toned down in the future.
Xenos are now much more dangerous, but they provide potions more consistently when you're unclothed and either aroused or have a low contraceptive level. They're faster, harder to stunlock, and their attacks can no longer be interrupted so easily. Moreover, they now have a slight heal-over-time effect, making it impossible to cheese them through safespot-based attrition. These changes are meant to make them a *lot* scarier - until you're decently kitted out, they're best avoided if at all possible. I wanted to bring in some of the fear that SA-X used to inspire. I also intend on giving them a way to break shields - maybe their lunge?
In addition, escaping or completing an Hscene while being highly aroused, especially with a low contraceptive level, grants you decent amounts of CParts you can use to regenerate your contraceptive level. Health Potions no longer decrease contraceptive level (that feature was only there for testing) and now instead raise your arousal level if you're unclothed outside of a boss room. This should let you rapidly boost your attack damage when you need it most - but only when you're at least slightly at risk for impregnation.
Resurrecting now gives you the KMod debuff and also removes all your A-C Parts. It also leaves you in a state where the next Hscene will be practically inescapable. On the flip side, allowing yourself to be inseminated heals you for a decent chunk now, so it's a pretty nice way to stay at full health.
These changes are all meant to further incentivize high-risk high-reward style gameplay.
I also plan on altering high-jump slightly - it should be a mobility and exploration tool, rather than a way to easily cheese encounters. Figuring out a way to do that without messing with its ability to let you navigate (or making fights where it's required, like the Mother Brain bossfight) might be tricky, though. I also intend to slightly rebalance the Poison Wave ability - at the moment, it is *so* so strong. Maybe make it veryyy slightly poison the player as well? Giving monsters a tiny bit of extra speed across the board might be good, too. Backdash is a pretty interesting but underutilized ability, so giving players a *reason* to use it might be nice.
(The next iteration is about ready to go - altered speed for most basic enemies that have Hscenes, and increased their patrol range - they should now come at you en masse, and their altered speed coupled with their patrol range should allow them to coordinate their attacks to a certain extent. They all still have trouble with verticality, though...)