NPC Spawner limitations

I am trying to create a Custom NPC based on Wildlife Raptor. I noticed that the choice of the NPC type: Wildlife, Guard, or Custom is like “all or nothing”. For example, if I would like to use Raptor Behavior, then I am forced to rely on retargeting as character movement mode - I can’t use an animation preset. That also forces me to reuse Raptor SFX and VFX, which are actually not matching the size of my new raptor-like creature.
On the other hand, if I decide to use Custom behavior, then I can’t use anything related to Wildlife Raptor - all the Raptor content (behavior, animation, skeleton, etc.) is inaccessible and I would have to recreate whole raptor behavior in the verse script to for example just swap SFX and VFX.
I’d really like to see more child classes of AnimationPreset - AP_Raptor, AP_Board, AP_Guard, etc. with more fields than just movement (Raptor - attack1, attack2, charge, …; Guard - attack1, reload, death, …).
Some additional Modifiers for NPCCharacterDefinition would also be very helpful - at least those to modify VFX (niagara ref, transform, bone to attach), SFX. I can imagine those would have to be tailored per NPC class because there are different sets of VFX and SFX per NPC type. But those could be defined in some data structure in Verse.

We can’t even produce a sound on an NPC (not guard)