At the top of my list of complaints about Kemel-Ze is:
1.) There are tons of levers that are permanently stuck. Dwemer oil only releases one or two.
2.) The egg beaters and lava bucket thingy in Karkanch is really cool, but it doesn't seem to effect anything else.
3.) Of the working levers and cranks, most seem to do nothing. For example, there is on wall with five cranks in a row. That is a total of 32 possible combinations. Nothing happens.
4.) There is one room deep within the dungeon (can't remember the name now) where you pull a lever and it sounds like tons of heavy machinery is activated. Nothing changes in any other part of the dungeon though.
5.) Lzigat's first, second and third keys do not seem to do anything. Neither does the Technician's Shaft Key. If these keys do have an effect, the little dialog box saying "door opened with xx key" is not displayed.
6.) There are two Dwemer junction boxes where coherers can be placed. Placing coherers does nothing. The coherer in King's Tomb is truly mystifying as there are no other activators in the tomb, so it's placement is questionable.
7.) Vels has collision box issues. The image here illustrates:
[img]http://images.uesp.net//thumb/8/8a/TR3-interior-Kemel-Ze%2C_Vels.jpg/799px-TR3-interior-Kemel-Ze%2C_Vels.jpg[/img]
The trap door in the center of Vels is partially buried. Only the very top of the crank is visible and the door itself is completely hidden. Also, at the back of the picture is a structure between two thin spires. It resembles a modern power generator. If you walk behind the buildings straddling it, you can walk right through the structure.
I don't want to come across as critical, but I love Morrowind for the Dwemer dungeons and this dungeon is the best yet. It is sad to see it to put on the back burner, especially after so much work was put into it. Is Kemel-Ze done?