as for the 32 byte unknown, that would require looking at every enemy's data to see if there is a possible pattern to be seen, it is hard to tell from a few enemies

. here are a few more enemies and their values (including the ones you mentioned KM) maybe throwing a few out there will get some ideas flowing, though it would still be easier with a complete list of all enemies and their values:
Grunt - d200 (3rd/4th bytes)
Sweeper - 5e01 (5th/6th bytes)
Guard Scorpion - 1301 (11th/12th and 13th/14th bytes)
Grashtrike - 1301 (3rd/4th bytes)
Rocket launcher - d600 (first two bytes)
Blugu - d700 (3rd/4th bytes)
Special Combatant - d200 (3rd/4th bytes)
Smogger - d800 (5th/6th bytes)
Air Buster - db00 (5th/6th and 7th/8th bytes), 1301 (15th/16th bytes)
i think all of these share the same position as a specific attack the enemy uses (as in the same position as the 32 block of the enemy's attacks), so it could be something to do with the camera movement, guard scorpion has 1301 set in the same position as the two unnamed moves it uses to switch between stages, and grashtrike has it in the same position as it's silk attack. the way to figure out what it is would be to compare the way the moves are used with the value there, and with the value as FFFF (i.e. unused), but my guess is that is somehow changes the camera, possibly by "borrowing" the animation used by another attack. it is probably likely that my guess about what it does is wrong (since they would likely just replace the camera movement in the attack data instead of borrowing the camera from another), but it definitely has to be related to the moves in some way.