Oh this is awesome, thank you so much for the feedback! It is exciting to hear people are enjoying it.
Your questions hit on a lot of the stuff I wish I had more room to explore and I definitely wish were more clear. I have answers, and I think they make sense, but by no means are apparent in the text. Someday, I would really love to expand it out into a zine and have it on paper for Wardens but for the time being here is what my thought process was:
I hear you about the result of 9 on the wound table. It definitely won't have the same punch as a max result on the other table during the average one-shot. Most of its horror and teeth come from the interactions it has with Stress rules and long-term play. It is a slow burn and ideally a result of 9 is something characters would look back on as the moment their life started being a living hell of constant panic. Not that it really helps with your issue of it being less than vicious in the moment it is rolled, but that is where I was approaching it from.
Regarding the flashbangs, my intention was they were taken from previous crews by the Immortal after he killed them and set up to trigger decoherence when future intruders came. Past versions had more evidence of it but in the final version I was only really able to fit in the guy in the reflectory.
With the Imps, they are also capable of decohering but wouldn't frequently be found on the Ship compared to the Ruin for two reasons:
1. They are confined in vaccsuits and are therefore less likely to lose contact with their enviroment and decohere.
2. When they decohere in the Nave, they switch to the Cargo Bay area, which is mostly exposed to vacum on the Ship.
All that to say, there is no reason they couldn't be found on the Ship but are primarly intended as an obstacle in the Ruin.
Anyways, I hope that helps! It is great to get an insight into how it feels at the table and I will be looking here again if I get around to expanding it out,thanks so much!