I took another look at the OnDamage void in Health, it contains three Force methods (AddForce, AddForceAtPosition, AddExplosionForce) and I'm not detecting either of these when killing the enemy with a rocket blast - I can even comment them out and the enemy still gets projected by the blast ! I'm sorry to bother you with this, but I honestly don't understand where this force comes from.
One other thing's been bugging me since last night : both the SimpleDamage and Health scripts check for a ForceObject first and use AddForce on it if it is found, but the IForceObject interface is only used on the TrajectoryObject class. Am I correct in assuming that this check was initially aimed at UltimateCharacterLocomotion objects ? Because living UCC characters are not propelled by an explosion's blast if it doesn't kill them, and that's a feature UCC should have by default.
Edit : Never mind that, I completely forgot about the AddForce impact action, sorry I wasn't looking at it with a clear mind :/