Gangs seem to recruit for other gangs. If you have 3 gangs with less-than-max members, and one recruits, all 3 might go up.
When doing non-stressful activities, I think gangs normally regain 1 lost member per week. Of course, if you set them to recruit they gain something like 3 per week. I expect that's what you saw.
If a girl is pregnant (and I assume inseminated as well) and buys an abortion item, she'll use it right away. Perhaps abortion items should be excluded from automatic usage?
This is already taken care of in the upcoming patch; abortion items are no longer directly bought by girls themselves, among other things.
Turn summary doesn't list what items the girl bought, only that she went shopping.
I've thought about that before, but it slipped my mind before I noted it down. I'll go ahead and note it.
Currently, 'ageless' girls are set up to use an age of 100 = 'Unknown'. Perhaps it should be a trait instead, so those nasty age-changing items don't break things?
Might work better that way, yeah. It seems to work fine currently, though, so I'm not too inclined to mess with it any time soon.
The stop feeding button never toggles into the start feeding button. Once you stop their food, the only way to start is to release them from the dungeon.
It's the "Allow Food" button just below the "Stop Feeding" button. They're separate so you can multi-select and easily choose one or the other.