First of all, Feedback is important
Dont be afraid to post negative Feedback !
It helps to keep projects like this one alive.
Worst thing that could happen is, if nobody writes anything after a new release.
This leaves totally uncertainty to the author, and will most probably lead to the end of its development.
Now on with your specific question:
I also think that kickable gibs are fun, but will be boring quick.
I just had a discussion about this topic with OoPpEe too.
Yes, it can be done. You can enable/disable this feature.
Basically we have many different options (for enabling/disabling)
1.) Use 2 "impulse" commands to handle it (BEST way in my opinion)
2.) Use .ent files to handle it
3.) Use temp1 to handle it
All of the above alternatives needs a small qc change to the mod.
Other ideas could be to help you temporary:
4.) copy the qc files, edit out the 2 kick_touch
calls in player.qc, compile it. Use it.
5.) Avoid gibbing the enemies corpses
6.) Use the normal version rather than the double gib version.
Point 4.) is unbelievable easy and done in 1 minute.
So I could include both versions (with and without kickable gibs) in the zip files, that you donwload in 1st post.
So you can choose the one you like (switching this feature on/off is not possible then).
I will include the 2 "impulse" commands (point 1.) into the next version, so that you can enable/disable it.
The only small negative point about impulse commands:
You have to push your binded key after every map start.
It does not work like a cvar, which is a global (engine driven) thing.
So points 1.) + 4.) will be in my next releases.