mh11
1.
The collision polygon isn't something the C2 usually lets you do, and the behavior just grabs from that. The only plugin i know of that let's you change the collision polygon is yann's polygon plugin, but I haven't tested it recently to see if it works well with the behavior.
2.
It's very simple with this behavior. Just apply a force at an offset. The offset can be any point on the object and applying multiple forces work as expected
For what you're actually trying to achieve the best current solution is to join all the objects together with physics joints, but even then it can't be completely rigid. A proper solution where all the joined objects form one rigid object is possible with the box2d or chipmunk libraries themselves, but nothing is exposed to C2 for design reasons. The question to do it has come up before and my proposed solution then was to use the chipmunk library with js instead of the behavior.