That's on the To Do list. I can reconstruct the data for MessageBoxEx and any other entries that have been made for the CS wiki, but sv_Construct and others don't have an entry there and I don't feel competent to reconstruct them.
Would people prefer to see these entries relocated to their original position in the document with clear markup indicating their deprecated status or have links from those sections to a general Deprecated section collecting all of the deprecated functions together? My vote is for a link to a separate section along the lines of: "This function has been deprecated. For function details, click here." or something along those lines. That way, the current entries won't be cluttered up with old data.
For the two I mentioned, I would strongly prefer to have them relocated to their original position, as as far as I understand, labeling them deprecated was a mistake. I think they were labeled deprecated because newer functionality cowered them, but for those two, part of their functionality is unique and 
not covered by newer functionality.
Ex: MessageBoxEx was created in order to allow string_vars in message boxes, and with OBSE18, a string_var can be "converted" to string by using the "$". But MessageBoxEx has another, very important advantage compared to MessageBox - that it can be used to create varying number of buttons. I have messageboxes where the number of buttons is dependent on some variables, and for this MessageBox is no alternative to MessageBoxEx.
I'd be happy to add this information if someone wants to provide me with a list and an appropriately generic statement regarding it. I'm still in kindergarten when it comes to actually scripting. 

I know a couple of OBSE functions that affects the savegame (and lots that don't), but only know about the ones I've used myself. So I guess I was kind of hoping that the OBSE team had a complete list. Writing with BIG letters that most functions don't affect savegames, but apply until you restart the game (even if you load an earlier save) would be a big help for those new to OBSE scripting though, even if the few exceptions isn't stated.
Currently, this info is there for a few functions, but nowhere near complete or consistent, which IMHO is a big trap for people new to OBSE scripting. As an example, Duke Patrick had no idea (until I told him) that of the changes he made to Bows, the gold value got stored, but not the name, damage or health.