First, I wanted to thank you Arthmoor for improving even more this fine patch. After seeing the log of the original patch, I guess it was impossible for Quarn and Kivan to continue updating it, since there are so many things to fix its impossible to catch them all in a lifetime, and it probably became incredibly tiresome. So thank you.
I guess you have a few requests for things to add, but I have some "curiosities" worth checking:
The original UOP included two fixed meshes for the dwarven and daedric arrows. The things fixed are somewhere in the log, but, apparently they made a horrible mistake, and every time you drop a dwarven or daedric quiver out of your inventory (i.e. drop more than one of those arrows at once), it disappears. Poof. At least that is what happens in my game. A long time ago, I was explained the issue was because they left the "auto sanitize before exit" option of NifSkope on while working with those meshes. It seems arrow meshes are quite special, and leaving that option on can bork them quite badly. So I was wondering if there is some way of re-fixing those meshes to avoid those problems.
Talking about dwarven arrows, my explorations deep into the BSAs turned out some interesting results lately. Turns out dwarven arrows are using the iron arrow icon, but apparently there's a completely unused dwarven arrow icon in the textures BSA. I pointed dwarven arrows to use that icon with no problems in my game at all, so it seems it was forgotten by the devs.
And about unused stuff, there are some unused magic abilities in the game which suggest that boars were meant to have 25% resistance to magic and imps a 50% (and dremora a 30% reflect damage and 50 fortify magicka ability, but lets forget about that part... it makes fights against them crazy!) Also there are some armor pieces meant to be in the tutorial dungeon but that didn't made it: the rusty iron gauntlets and the rough leather gauntlets and helmet.
And another important thing: there are a lot of spells that really ought to get fixed to make better sense:
-Runestones bound gear spells: these should be set to lesser powers and made immune to silence, else they behave like normal spells (train up conjuration, effectiveness affected by armor worn, etc)
-Ayleid Well spell: same as above.
-Old Lady's Luck spell: should be set to ignore spell absorption/reflection, in fact I would also set to manual spell cost and set the cost to 0, not only this spell but all the activator spells like the ones from wayshrines, altars and the like, to avoid any possible oddities.
-Blood and magicka fountains from oblivion: same as above, it just svcks when you need to use one and the spell is reflected.
-Many spells with the prefix TRAP in their EditorID should also disallow spell absorb/reflect. Think of the Spiddal Poison (spelled SpidalSlowandPoison in-game, which also should be corrected), the frost damage in Frostfire Glade, or the fire column in the middle of the oblivion towers (this should be better changed to some sort of scripted insta-kill instead of a mere 10000 damage health spell to avoid issues with resist magicka)
-And finally, this is arguable, but many greater powers would be a bit more useful if they couldn't be silenced nor absorbed/reflected, specially the racial and birthsign ones.
Well, I admit I've already modded almost all of this myself, except the parts having to do with new scripts or meshes. So what do you think of this, would it be interesting to add all/some/none of it to a future release? I could send you a file with these changes if you want to save time.