My thoughts here are that the devs do need to come up with more interesting attack patterns and to make enemies (and especially bosses) more varied. Live/homing projectiles seem to be their main trick, and I think this is a bad way to go -- it almost completely negates your jumping/dodging abilities.
At the same time, I think it would be really great if we could get some spell interaction system going. I really like the idea of spells negating other spells or amplifying certain spells as well. This would really give an incentive to use different spell types and elements. A splashback spell would serve the double purpose of negating damage from incoming fire spells. Slow-moving spells would catch a lot of enemy projectiles and modify them as they went. So there isn't so much of a reason to target spells with the mouse -- you just have to have a good defense plan for different elements and projectile types. Your spells become not just offensive projectiles but also defensive ones. I think this level of complexity could be really good for the game -- the game needs complexity if it's going to keep players' interests for a long time.
I think the homing stuff works fine, actually. They're all totally dodgeable, with the exception of "Overlord spawning 10 kersquillion animated flareballs in tiny room", and even that one just seems like a mistake of the actual room design. But I havent found even one attack in the game that is not dodgeable. Like the crashed speeders, I've gotten used to fighting those (up close, actually), so I dont generally take many hits from them at all.
If they're gonna use alot of homing stuff though, I'd like to see more creative use of it. Something like the Nightmare Octopi; those arent JUST homing shots..... they burst into a ton of normal projectiles if you pop them, and having a ton of them pop all at once is a quick way to overwhelm you and cause major damage. This means that you have to be careful how you attack, and using Energy Slice, for once, isnt always the brightest move against these guys. The shots fired by the gazebos are similar. There's actually all sorts of interesting patterns that could be created out of the base "homing" type projectile.
As for the whole interaction thing..... I honestly just cant see it working too well, if it were to permeate the entire spell system.
If an enemy is firing a certain type of shot at me, and I have some other shot type that can negate it, would I actually do so? ......no, actually. I'd just aim directly at the enemy and fire normally, because I tend to be very confident in my ability to react and dodge things (I play ALOT of shmups), and the ability to negate things by shooting at the actual projectiles (for non-homing types) would not even occur to me. Just dodge the bloody things, is what I'd do, there wouldnt be reason enough to do anything else. The only way it WOULD become necessary is if the foe fired a truly undodgeable attack, and then..... well, TVTropes has an interesting trope listing that would apply to such an idea, which is called "fake difficulty". Not to mention, it damages player freedom. Right now, players have some options on what to do..... they could dodge the things, use a shield to absorb the damage, shrink their character to reduce the hitbox, use a teleport, or do something like use the Sieze spell to create a barrier. These options work BECAUSE of the way projectiles and such function in this game. A restrictive system like heavy-spell-interaction, combined with the type of base gameplay that AVWW uses, would drop alot of that player freedom. Versus different foes, it might be "ok, the ONLY way out is to use such and such spell.... no other choice". That kind of thing doesnt seem like a good idea for a game like this one.
Really though, I think with time the combat in the game is gonna get more interesting just by default. The devs have stated numerous times that they intend on doing this, make it so the player not only wants to use more spells, but sees actual practical use in them. They simply havent had the chance to get going on this yet (as there were various other issues to deal with first), but I seem to recall that they're gonna be working on spells in the next week or so? I'm sure they're gonna come up with something interesting.
Heck, even just something like the bear traps was a good idea. I've found those things to be invaluable against those accursed raptors, as well as things like rhinos or whatever; in many situations in my current game, these have made the difference between an easy kill, or taking big piles of damage. They're already one step more towards "interesting", as they're a non-direct-attack type thing with actual, real practical use. When the game has more of that..... spell OR item..... it'll be that much more interesting.