Ive fixed the issues you were having.
The first was due to your master group had rotation value on X on it so when you translated the controller as most of the objects orientations differ, the body wouldnt move the same as the controller.
The second issue issue was harder to spot but i assumed the problem was of simular nature so i just re-skinned them instead.
I would point out a few tips that will make your life easier, name things and use unique names for starters, dont call the head mesh "head" and the head controller "head", and make sure you name everything you use, there be times when you have an issue and you dont have a clue what things could be called.
Your using an expression to drive the spine, theres no need for the setup you have. Expressions can be powerful but 80% of the ones ive seen people use could be created with nodes and work faster and more reliably. Just use the connectionEditor to connect one objects attributes to another.
Parent instead of parentConstraining when you can, there is a bit difference between parenting, parentConstraints, point/orient constraints etc. Direct parenting will evaluate faster and more reliably than parent constraints*, especially i find on ik systems.
Just try to be organised and keep at it 
*for most simple instances, obviously there are plenty of uses for the constraints and they are quite useful, im talking more specifically about your rig.