Wow, I see two pages of comments, but alas, most of it is just people arguing.
I will try to answer most of your questions. Apologies if I spell any names wrong...
Jadefang: I just checked, and yes, one of the Mabrigashes was bald. Oops. She will have hair in 7.0
Leonardo2: Easy enough to remove the conflicting Ashlander spawns. I can either take that one out altogether, or make it an option that comes up in the startup menu to disable the spawn there if you are using Julan. I'll have a think about that one.
PeteMC: Most of those issues were fixed in 6.0/6.1, but the undead in the tombs could definitely use some balancing so I'll take a look at that. Would you like to PM me the background topics you wrote, and I'll see if I can work them in?
Also, mca_lovesounds was a real pain in the butt to write, and it took me ages to get it working correctly. Maybe try replacing the sounds for one of the default races? One that your character isn't attracted to.
Slartibartfast1: Some of the undead enemies go up to level 100, and if you set the MCA_MoreEnemies to 2 you'll run into some pretty large bandit parties. Fighting 20+ level 40 Marauders in a Daedric Ruin is pretty tough for any character. I tried to avoid making NPCs higher than level 40 though, because they should be rare.
Aeven: The current version of MCA already has a Tamriel Rebuilt addon included.
MrGlasses: You can crank up the size of enemy parties by typing 'set MCA_MoreEnemies to 2' into the console. You'll see parties of 10+ on that setting.
Arcimaestro Antares: I will be dropping the levels of some of the friendly NPCs in this version - a lot of them are levels 30-40, which is totally unnecessary.
Kovacius: Yep, I will definitely try to make the NPCs more balanced. Although your experience in the Dunmer fort is exactly what I was trying to achieve - I freakin' love running into huge mobs of enemies and having to hack my way through. I love the desperation and despair.
But I realise now that not everybody does! So the bandit spawns will be scalable, and removable if you don't want them at all.
papill6n: Do you know what the conflict is?
Superkitten: Yeah, there does seem to be an issue with difficulty around levels 5-10, where for a little while your character can end up facing enemies that are just way too powerful. I'll be looking into it.
MCA Undead will be staying (I spent WAY too many hours in NifSkope piecing those armoured skeletons and zombies together bit by bit not to use them!), but if there is a conflict between MCA and Arcimaestro's mod I'd be happy to fix it. I didn't realise they were incompatible.
Regarding backwards compatibility with earlier MCA addons, I'm afraid I can't promise anything there. There's going to be a LOT of re-balancing NPCs in this version, so there will be a heap of references being updated that would just get overwritten by an older addon (like MCA Names). I'm actually considering changing the name of the .esm file this time to prevent people from even running older addons at all. Every time I release a new version there's always somebody whining that it broke their game, and it inevitably turns out they're using an old addon that isn't compatible.