Four dialogs by Apishagus Thryx for "private letters" topic have Lady Vendicci misgendered. All of them start like this: "Lady Vendicci knows of his husband's..." - unless I don't know something yet, it should be "her husband's"
"One of the mages at Tel Gilan, Saruse Evenas, wants us to destroy the daedra. Not sure why, but there's never a bad reason. You should be able to find it in a cavern named Galseah, which I'm told are just northeast of the Telvanni village of Marog, along the coast, and south of the Helnim Lighthouse. Destroy it, then talk to Saruse at his house for your payment."
"...which I'm told are just northeast of the..." should be "...which I'm told is just northeast of the..."
The script for Rethyn Verelnim has him end combat and force greet the player at less than 20 health, but because he has little to no armor and the threshold is so low most mid-level characters will just end up killing him without even knowing that was supposed to happen. This makes the "intended" quest solution obtuse and feels weird that it counts as a failure from the questgiver.
This is the location of a Firewatch Fighter's Guild quest which is protector rank locked (TR_m1_FG_Mandaran). Most of the hostile NPCs within are level 1-5 with little if any gear. The actual target of the quest is level 14, but using auto-calculated stats so he's a pushover too. Weirdly the target of the quest also has dreugh armor and the savior's hide pauldrons, despite how unthreatening the stronghold is.
Please make sure Geloise Marard has a reasonably high disposition for the player during and after the charade. A "you are repulsive, go away" greeting kind-of breaks immersion here. TR_m4_geloise marard00000000 Teyn, Geloise Marard's House 64 -96 -252 "She should have a higher disposition to me to avoid some bad greetings when/after she is playing my betrothed"
When TR_ScopeCreep is merged, the third Micarya's quest should be relocated from Nunalabbi to Sirrilash. Auctinius should be jailed, and the part with fetching his claymore should be replaced with the requirement to kill the necromancer, either alone before freeing him or together with him after he's freed.
The Mw chapel windows were accidentally added with the wrong ID so they ended up overwriting the pc ones This has since been corrected (https://www.tamriel-rebuilt.org/asset/pc-chapel-interior-window-restoration) but it does mean that the windows used in the Grand Chapel of Akatosh need to be swapped out to account for the new IDs
When adding NPCs I've found picking out spells for hostile mage NPCs is difficult. Most of the time I've ended up adding unique spells. Since the vanilla morrowind spell lists are very limiting and making unique spells all the time is annoying and time consuming, TR should have a wider selection of spells that can be added to hostile mage NPCs.