The building at Andothren, Docks 0 -16 has like 11 or 12 lights hung from it, causing flickering. The easy fix is to take some lanterns out of the decorative arrangements on the south side.
The pathgrid goes through a locked door, which makes wandering NPCs get stuck trying to walk through a door which they can't open. Those pathgrid nodes just need to be unlinked.
The furn_banner_hlaalu_vivec on the upper façade of the Hlaalu Council Manor building in Andothren 1, -17 is clipping quite far into the building. The issue is visible at 1 cell view distance from the patio up at Andas Estate, and also from any levitating perspective.
The first floor of Andothren, Lloran Manor has a lot of light popping due to an excessive number of high-radius lights placed close together. I'm seeing this in OpenMW, but I have the light radius and light limit settings turned down to what I think should be vanilla parity.
I'm aware that decals z-fighting if you get far enough away from them is fairly normal, but the decal on Nevusa Falen's shop is noticeably more prone to z-fighting than those around it, starting as close as from the other side of the street.
The model for T_IngFlor_Bluefoot_01 was changed at some point and several instances still need to be adjusted, some others have been adjusted but still aren't positioned properly as of TR_Mainland 2022-11-8
Cell: Uvayn Ancestral Tomb Refs: 2 Status: Have not been adjusted yet, both are heavily bleeding
Cell: Shaamishalk Cave Dwelling Refs: 2 Status: Have not been adjusted yet, both are heavily bleeding
Cell: Ranyon-ruhn, Catacombs Refs: 1 Status: Has been adjusted but doesn't sit flat on it's surface, practically floating
Nevusa Lladri, a temple acolyte on assignment in Omaynis (added in "The Statue"), should not have dialogue in common with the local townspeople ("some of us good townsfolk", etc).