Hm, he might just have a script on him that conflicts with my mod's stuff. Not a great deal I can do about that I'm afraid.
W.r.t. learning/unlearning spells, they can only unlearn spells added, due to restrictions in the spell functions. I can't read/remove default spells.
W.r.t. oblivion gates, the best way to handle it is to set a meeting point just outside the gate, order them to go there, then wait a few hours before closing. Detecting when a gate's closing to handle moving companions out is a bit hard to do, or was with the functions available when I wrote CSR.
Riveon: TESNexus randomly removes files from my entries. It disabled comments on CSR a couple of years back and I can't switch 'em back on.
undeaddragon: It shouldn't let you share with someone with bound armour, I swear to god there's a line of code in stopping that.
W.r.t. people losing their items, that's certainly not in by default. Which NPCs are you recruiting?
It's compatible with OOO, I use this and OOO. NPCs altered by OOO which cause compatibility issues when recruited though- if you've got one recruited then activate OOO the changes to the NPC may cause a CTD.
Orders not working is possibly down to NPCs being too busy to execute them, or busy timing out on old orders.
CTDs in gameplay are only fixable if I know what's causing them, so a bit more feedback would be helpful.
NRN_R_Sumo1: I can't fix bugs no-one tells me about. If you want CSR to be more stable, provide useful, detailed crash reports.
That mod isn't really the same kind of thing in any case- the core of CSR v3 are the orders and party system, that's CSR c.a. 2007 with Companion Postal Service folded in.