1) A rar file here would be okay for feedback. Probably less likely to obtain feedback on Mantis, but is reliable to submit there.
2) There is default scaling of health and shot velocity on difficulty (and maybe other things). The specific tags in enemy folders is usually for additional/alternative shot patterns. You'll see that many enemies don't actually have any difficulty-dependent patterns.
3) Have a check with the existing folders. The standard faceripper pursuers are 25HP, 3x3 attackers range 100~200 or so, and more for the fearsomes. Your best bet to limit power creep on the enemy side is to pick the bog-standard enemies to base off (
i.e. the easiest of the lot except for Misery's), and not the other submissions.
4) The player gains immunity to damage for a fraction of a second when being hit, so a tightly packed pattern can potentially hit multiple times or once depending on where they run.
5) Not as far as I can tell, or at least I haven't tried because others said no. If you do it and it actually works, let us know...
Re: Ship lineup - check the other thread.
https://www.arcengames.com/forums/index.php/topic,18342.msg198129.html#msg198129 note that ptarth and I have a couple of pursuers and deadly pursuers lined up.
Note that the 1x1 localguards, pursuers and jumpscares are rather hard to balance because you can face anywhere between 1 and 4 of them in a constrained area (up to 6 in a mixed bag). There are definitely default rooms that are now already impossible to beat without damage because of the additions, but we're finding that it's not easy to make them interesting while dumbing down the challenge further.
(So, the way forward may be to change up the default rooms to give players more breathing space)