You're right about the classification of the language. I'm not fully versed in the different terms for these things, so I went with what made the most sense at the time. I can see how that would be confusing to people.
The name is something of a joke. The idea for the language began with a random story generator, so it seemed like a good idea to name the language something that reflected the comical nature of the output (without being blatantly vulgar). I understand why that might be a less-than-ideal name in a professional environment. But it grabs your attention, so there's that.
Your point about providing comparisons between identical code in MH and other languages is a good one. I'll look into adding a few of those. I do understand that it is imperative to distinguish one's product from the rest. This would help that greatly.
I'll work on adding more examples throughout the docs to clarify how the language is meant to be used. Every design decision relating to the syntax was done for a reason. Many people who worked with MH thought it was a bit hard at first, but they quickly got used to it and found it fun to work with. I'm pretty optimistic.