To those who may be interested:
The next version's beta is available here:
https://github.com/h4ml3t/mobs_humans/tree/development
Beta because it still lacks some minor things (documentation update, l10n update, a couple of options), but stable.
Most notably, the default mode is the 'basic', which only features predefined mobs.
This is the recommended mode for low-end computers, or freshly started games.
The 'dynamic' mode, activable via Settings -> All settings -> Mods -> mobs_humans, features dynamic mobs' stats, healing and experience gain.
It is not recommended for low-end computers, or worlds using resource-intensive mods.
This version fixes the previous version's bugs - e.g. the moonwalking effect while healing - and introduces some features useful for the end users to customize the mod as well as their gameplay experience; check Settings -> All settings -> Mods -> mobs_humans.
As in the Dwarves mod, checks have been put in place to avoid mobs gaining experience too easily.
Furthermore, the mobs' experience gain - that is, armor level and damage dealt - has been tied to two distinct fixed values (customizable in the Settings menu), which should help giving a more realistic experience.
Along to the debug options, mobs' armor levels can be deduced by the mobs' nametags' colors.
These are, from the weakest to the strongest: White, Green, Yellow, Orange, Red, Blue, Indigo, Violet.
The spawn rate has been greatly reduced, however in the release version it will be customizable via the Settings menu.
For those who would like variety, the mobs' skins' table has been moved in a place easier to find and modify, that is the
init.lua at line 86 - the line is likely to vary in the stable release, but the table will stay there.
Of course you will have to drop the skins into the mod's 'textures' folder.
Last but not least, support for Bonemeal has been added: if bonemeal is detected, human bones can be crafted into bonemeal's bones.
Well, enjoy.