For the record, I solved in less elegant way, but I attach here as could help anyway.
First, I found errors in how I calculated Layer name with Count, and attached is the right way.
Second, I created a "Get Layer Name" subcomp that simplify a lot the process. Attached is the solution and the node.
I was literally looking at this very same shader last week (wondering if we were on the same project for a moment :-o )The radialness is linked to the rg or the textureLod function I believe. I got some radial patterns playing around with some values at shadertoy at least.
The reason for this is that while the build list outputs an index number (which you use to name the object), the process list outputs a layer. So where build item will give you a number 1 - > ∞, process item will give you the layer info as a value. That means that after converting to a summary, instead of getting a text "1" ... "∞", you'll get a text "object named "1", ...". Since you don't have any layers named "object named..." it won't register any true conditions for any present layer.
There are multiple ways to solve this. The simplest perhaps is to put all of the functionality into the build list.
A different approach would be to generate lists for position and size, generate one oval layer, and do the size/movement with a copy layer node (perhaps a bit more efficient?).
Note that the movement change feedbacks its position making it glitch if the mouse is in an in-between old/new position as the moved layer has new bounds which would again move it outside the mouse area, moving it back to its false position, resizing it because of mouse position, move it outside the area and so on. This won't happen if the new position covers the old area as well (only moving it by the offset the new size generates).