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IMO the way it should work is that:
1. Slow Down shouldn't activate if you kill the "slow down" enemy with auto attack, or an attack that triggers slow time
2. If the aforementioned situation happens, another slow down enemy should be spawned after auto attack, so you don't miss out on the skill (like how if you kill a sniper skill enemy at range the game spawns another one)
3. Most importantly, once the slow down has started, kill skills like laser eyes, ice, fire, earthquake, autokill and others like those should be put on hold until the slow down has ended (similar to the way healing skills are put on hold when you're at full health (though sometimes that doesn't seem to work right either btw, maybe some bugs there))
Not sure if this would completely fix it (might be overlooking something), but it would definitely make slow down more useful.
But slow down, as you've already mentioned, as well as some others, can overlap too much, resulting in essentially wasted activation. Power weapon drops can often override each other, for example.
Light Up increases the attack range afaik and is actually really nice as it is.