For the developers, one gripe about the CK. The plugin that was loaded into 1.6.91 had subrecords that were in a different order then what we have found with the current CK and it's predecessors. So when I saved the plugin it didn't just change BOD2 to BODT it striped out all of the subrecords that showing as out of order in TES5Edit's reports. This mainly concerns me because older plugins could be loaded into the CK and get an updated Navmesh and possibly have other updates as well. However, the inconsistencies I have found with the update routine make that difficult because I don't want to suggest it to a user and then in essence the CK it cutting out information that may be needed for the plugin rendering it useless. Which to some extent is okay since if the CK does strip out information that causes a CTD, the old version caused a CTD anyway.
I have also noticed that the CK will pretty much strip out all localization from any utility that makes it. I could, in theory, save Update.esm as a binary equal of the Bethesda master but, as an esp with the localization flag still on and the CK would strip out all of the localization when it saved the file. One thing being worked on with TESVSnip is localization with routines that end users can use to make localized plugins. However, I need the help to produce a way to do so and once the plugin is loaded into the CK, the CK won't strip out all of the localization references.
I have been hoping for a way to contact someone for support with the subrecords. For example there are some mods made pre-CK. One in particular has a VMAD record in and EXPL record. The CK does not complain about it nor does it remove it upon save, but no other EXPL record has a VMAD and I can't make a new VMAD show up with a new record irrespective of the options I choose.
In the past I have dabbled with modding but usually only minor changes to a plugin of some sort. Because of that I'm new to the whole Bethesda modding scene. I can understand if in the past Bethesda didn't want to release any official record structures to the public. However, Skyrim's plugins and it's save games are more complex then previous versions. The amount of information left over in a save game from plugins eventually has rendered all of my save games useless if I made the save game pre Dawnguard.
I would really appreciate it if Skyrim's developers would consider beginning some correspondence not just for me but, to benefit all the tools that are being made for Skyrim. Currently reliable definitions of the record structures, the save game structure, and localization would be a big boost to the modding community. The same modding community that plays a role in the continued success of Skyrim on the PC by continued recommendations from players, and the mods made with the CK being hosted on the Steam Workshop and the Skyrim Nexus.
I can't wait to see what the next DLC holds in store for Skyrim, and what the NEW CK will provide for Skyrim's modding community.