I'm using 1.65b and the following things about it are irritating.
I actually made a personal patch to UNDO these changes:
1. Resist Paralysis base cost was increased from 0.2 to 2.0. This means some previously valid enchanted items can no longer be made. This seems like a game balance change and not a bug-fix.
2. The summoned Golden Saint corpse persist was turned on. Through summoning, it's now possible to create permanent corpses with infinite carrying capacity wherever you choose.
Also, I think it's claimed that winged twilight corpse persist was turned on, but it's actually not!
Also, I think Staada should have corpse persist on since she carries sheogorath's ring.
Resist paralysis can be considered a decimal point bug, like a large majority of values found throughout the master files. There are many errors where a value is incorrect because it is off a decimal point or two (either a magnitude of ten too high or low for instance). It looks suspiciously enough like a bug for the effect to cost so low in comparison to other resist effects, when you take into account the magic items and potion costs. Take for instance the heavy leather boots, where many of the values were ten times too high for the item (it's values are exactly the same as the netch leather boots except x10). Or Hackle-lo leaf's price being x10 too high in comparison to other plant ingredient price. If we consider these errors as intended, then we must consider just about everything verbatim as intended.
To understand decimal values, just look at how enchanting points need to be x10 for items. The devs probably were still deciding which power of ten to use for certain values. I wouldn't call these corrections as rebalancing since I'm not coming up with custom values, I'm only correcting a decimal place where appropriate.
The summons all have corpse persist checked as a fix to prevent a crash if you dispose of the summon's corpse before the effect expires. The corpses disappear as normal once the effect expires, since it's a hardcoded effect. There hasn't been any reports of this fix causing any issues so far.
I've began work on the next version, which may take a while as I no longer have as much free time to devote. I do plan on a spring release however.