The new healing spells have no descriptions in temples, and the descriptions for old spells in temples are no longer accurate.
This is a known issue which I forgot to mention. As you may have noticed the new spells are also not reddened when there is no need for them.
Spawning seems a little broken, reminiscent of TuTu. A few unsuccessful attempts at going around a vampiric wolf resulted in a perfectly reasonable group of bandits multiplying itself into about 30, plus kobolds and another vampiric wolf. I know reloading an area has always caused enemies to multiply, but I don't recall it ever happening to such an extent.
Also, there are points where a new spawn seems to occur if I go off screen and come back, even if it's only in the space of 5 minutes. It hasn't happened with anything terribly problematic... yet.
Spawn points have mostly been altered with regard to the types of creatures they create and their basic behaviour remains the same. During the making of this mod I spent quite some time trying to figure out how they work since a lot was unknown and I did this in an attempt to prevent some of the things you have mentioned. So far I have not been able to change much and I am not sure if it is at all possible.
I'd say there's also a balancing issue with the thieving skills. So far, my party members have been far more likely to level up because I picked a lock than from either monster-killing or finishing quests. If I get 15 XP per gibberling, then 200 XP per lock seems a bit much.
When I figured out how to add the XP rewards, I did keep the above in mind and tried to limit the amount of XP that can be gained in the areas at the beginning of the game to prevent the party from levelling up too fast. Maybe I was not strict enough. Where are you in the game and what level have your characters reached? Later on it should even out since 200 xp will be a fairly small amount.
-Echon