I've said on multiple occasions that this game is excellent but the gameplay is extremely puzzle-like. The addition of some mechanics to control the battle (like spending Energy mid-battle to summon more demons/kidnapping more humans, an upgrade to completely stop humans fleeing without the chosen personally evacuating them, some kind of skill that allows us to put a Chosen down for the rest of the battle) would improve gameplay greatly.
		
		
	 
I'm not sure if more battle control to stall out individual battles is entirely necessary since part of the core gameplay strategy is making the most use of what limited battle duration each day has. The more damage you do, the more and longer surrounds you get, the longer a battle lasts and the more rewards you might get. Doing this efficiently on the micro scale gives you more time on the macro scale to accomplish your goals, and the final battle effectively tests both at once; how much your efficient macro has affected the chosen, and how many upgrades you've accrued, as well as the micro scale; for example defeating all 3 Unbreakable Friends even with all t4s requires very knowing and deliberate turn management, or at least one will quickly be killed or escape.
I think multiple use (3+) commanders already fulfill this role well enough in the middle game anyways; especially with the Relentless / Flight upgrade that lets you grab flying chosen; if you are absolutely desperate to extend a battle or ensure they stay locked down, you can spend EE to give yourself the security of a third, fourth, or even fifth flying grab to make sure you get a break that day. And if you don't need the insurance, you're playing efficiently and can keep that EE for faster upgrades.
I found that in Normal mode, if you're playing well and not holding back on breaks you can easily buy a medium-high strength commander every single day past day 20 or so and still have full upgrades with well before the final battle, so it's likely doable even on hard with more frugal spending.
I am however of the opinion as many others are that Suppressors are enormously niche and difficult to use on their own without at least versatility or perfection, and are simply a highly visible trap option for new players early in the game. They are very easily accessed, promise to be upgrades, are required for progression, and sound very appealing, but are much harder to use and more specialized than the normal commander. Doubly so because before Reality Sealing, an Ambushing Suppressor leaves you with 2 to 4 turns of fruitless "Do Nothing" before the next girl arrives. You 
might get 1 free turn of overlap you wouldn't have had to Attack the new girl, but you still waste a few, and a 5 turn basic or a 4 turn with instant orders already has that turn free, and is unoccupied to Capture her to boot! Even some kind of warning or adjustment to the tooltips to emphasize their niche use would be helpful. 
Even so, there's just quite limited value to causing only one type of circumstance in the early game when ramping up damage requires compounding multipliers from several stats in concert, and 2 of the 4 circumstances will instantly negate themself with Trauma reduction. Injury strikes me as the one most potentially useful, since it's the only circumstance that potentially compounds upon itself positively rather than immediately neutering itself and others to x1/2 or x0 damage by inducing high trauma. Injury is also doubly the strongest circumstance stat since Pain is the only opening that can easily be stacked to achieve an unconditional followup Surround; Fear is also okay but requires you to burn turns attack target 2 or a second capture, but Disgust won't get a second early surround because it's rounded down from half of 3 to a max of 1, and Shame can't be the sole opening.
I wonder if a possible simple solution to this is to make Suppressor commanders deal *only* their circumstance damage, but not trauma? Or at least much less or none of the trauma of the same type as their circumstance?  This could allow you to more selectively target earlier circumstance breaks or damage multipliers, without instantly falling off, and providing less benefit to subsequent grabs than normal commanders. I'm not sure how some cases would be described in narrative though, since it seems quite odd to be causing Injury without any Pain, or Exposure without Shame etc. Perhaps anesthetic blades?
As an aside to this, I'm hope / imagine that future alternate corruption paths might change the relative strength or relationships of Circumstance and Trauma multipliers, so that perhaps Pleasure or Exposure could increase other Circumstances in order to reduce reliance on Injury and Hate to break vulnerabilities. It's certainly possible but extremely unintuitive and inefficient to break t3-4 expo / pleasure without causing at least t2 injury, hate, or both.
	
		
	
	
		
		
			There are different levels of broken vulnerabilities.  Personaly i think the second stage vulnerabilities tool tip could be better. What you need to do to break that is to use a surround action (aka Grind, Caress, Pummel or Humiliate) to get the the corresponding circumstance damage (aka HATE PLEA INJU or EXPO) above 10k damage in a single battle.
The break happens when the surround action is going to bring the  circumstance damage above that threshold.
		
		
	 
I appreciate the intent of showing "Grind / Caress" etc seeing as those are the actions the resulting tactic works against, but unless I'm mistaken about how the break mechanics work and which tactics are used accordingly, it would probably be more clear to new players to just write "Reach 10k ___". I'd say something like "Put at risk of 10k" or "Be about to cause 10k" but im unsure if the details are confusing here; I think clueless players would be more willing to understand getting the break early if they thought they needed to exceed 10k already dealt than knowing it's about incoming DPS.
Unrelated, I ran into two curious situations with multiple gender shifts enabled; I had Male > Female on Inseminate, and Female > Futa enabled. My male character broke his T3 Innocence before I broke his T2 Morality, so he didn't shift, and then was locked out of shifting to Futa for the rest of the game since the shift happens on the "First' fantasize / innocence break, and not again. Is this intended, or is it necessary because the shift is calculated on the break? Would it be possible to recheck the shift on subsequent uses of Fantasize?
Secondly, while I had these settings on the friendship innocence break scene afterwards had the other character (Who started female and had since become Futa) refer to relating to having "lost her masculinity", which would be a perfectly fine line if she had started male, but since she'd started female and currently had a penis, was utterly confusing.