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It's kinda funny hearing a lot of design people I know talk about contact damage, because something I experimented with recently was having a property that disables it on enemies when you're mid-combo Eris' sword is kind of short so I do try to keep contact hitboxes more lenient in general

I think there was a very brief period I considered disabling it entirely, but too many of the enemies work in a classic movement pattern + active hitbox sort of way and it's too useful as a way to control which areas of the screen the player has to watch out for.

There are some bosses that don't have any contact damage outside of attacks, but that's because they're more projectile focused and the goal is trying to multitask

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I think things tend to get fuzzy when you're judging enemy animations and trying to figure out what you can and can't collide with and when I'll usually make the hitboxes small enough that the corners aren't jutting out, but you gotta draw a line when most of the player sprite is inside the enemy