Hi Wet Moose!
I'm sorry you're experiencing some bugs and for the huge delay in response! I know Breet has a plan to address some of the dead spots on the map. The update to help make MageQuit a bit less CPU heavy did introduce some of these spots. I'll touch base with him and see if he has an update!

For tow vine, it will send you flying in two cases that I can think of. Both have to do with your tow vine leasing onto something that your mage can't collide with.

The first is when you attach it to something like a Vanguard shield. The tow vine will keep pulling you toward the shield, but since you can't hit the shield, it never stops pulling (until it times out at least). This can be a great strat on Coffin, can help you return to the stage if knocked back, and will do damage if you line it up to hit someone. I think my favorite one I've seen is a combination with flame leash. You can see it here https://www.tiktok.com/t/ZTFxqjqUq/ (volume warning tho D=). In this case, the player used the momentum combined with flame leash to fling their enemy into the edge of the stage to obliterate them.

The second is a similar idea but you lock onto something like a piece of environment/ground you can't collide with. Kind of like this, but without Jeff at the end
https://www.tiktok.com/t/ZTFxqLh4t/
Crowterra is stuck on the rock, but his tow vine won't stop pulling him since he can't reach the end of it (until it times out anyway). If Crowterra was hit so we hasn't stuck on the rock anymore or if he slide off the rock due to the geometry of the rock, he still has the momentum, so it would send him flying a bit.

Can you describe what happens with the sled dog a bit more? I know if he isn't close enough to other units, he won't home in on them. I'm not sure if that's what you mean though or if he didn't do damage, etc. Just let me know and I can work with you to figure it out!

thank you for your info and feedback and again, sorry for the delay! If I missed something or misunderstood please let me know!
~banaa