If a player runs indoors while they have a hostile enemy after them that cannot follow, such as a dragon, the npcs inside will enter alert mode, and remain that way until the player deals with the enemy.
If you save right as/near when you kill a dragon, then reload....the dead dragon will still have all its flesh and not be burnt up.
Enemy AI still prioritizes player minions/companions/horses over the player, which seems broken.
From what I've seen, dragon skeletons aren't meant to be moveable..as they don't budge an inch even from fus ro dah, but the raise zombie spells for whatever reason launch them a mile away like they have 0 weight. It's hilarious...but obviously not meant to happen.
Npcs sometimes speak their first line of interaction dialogue as an ambient one liner, which results in repeated/redundant dialogue if you speak to them proper.
Physics from powerful death blows still launch targets too far every now and then. Giants are a glaring example.
When dragons land on elevated objects, their ranged breath/shout attaks seem to lose accuracy, damage, and range for some reason which seems like a bug.
Spoiler
The person we torture while they are caged by Molag Bal will sometimes warp out of the cage, and then when they die reappear inside of it.
Freeing Odahviing will sometimes cause him to become hostile, forcing a reload essentially, not sure if it is intended.
Speaking to Odahviing, and possibly similar npcs that trigger cutscenes, in rapid succession without allowing them to finish or otherwise progress their dialogue correctly causes the cutscene triggered to play repeatedly.
These are more personal opinions than bugs, but w/e. They are also all spoilerific
Spoiler
Shadowmere's outgoing damage seems a bit high. Horses in general should be less aggressive, and more passive or frightful when faced with combat.
Dragon defense/damage reduction and health could stand to be higher, their decision process or whatever could be looked at as well, they land too much, stagger animation is longer than I think is appropriate as well. Maybe instigate a cap to the maximum amount of incoming damage all dragons can take from any single blow....possibly add a few seconds of invincibility frames also. The speed at which they reach a decision for taking actions could be increased as well....and they have a somewhat bad tendency to land backwards, facing away from the enemy.
Fighting dragons from the side and almost rear seems a bit broken, they will mostly remain stationary until they fly, and spam the wing attack or tail slap which does little damage and does not really stagger or hurt the player, rather than turning their head far enough to use their shouts. Also, I feel all physical attacks ought to gain a stagger or knock back component similar to fus ro dah in power, or at least near the same strength as an equal level giant's melee.
Mirmulnir is a bit weak, even for being the first dragon, and his voiced dialogue sometimes fails to play over the voices of the other npcs. Overall, it just feels like he could be taken by the player alone, but the player is given overkill in reinforcements from npcs.
All Dragon attack damage could be higher. Shout damage maybe 15% more, and physical attacks 70% more or so. Standard giants in general are more powerful than most dragons, despite dragons supposedly being meant to be stronger.
Alduin during the first encounter against him at the top of the mountain seems far too weak for being a physical aspect of a god, his meteor shower is very inaccurate and does 0 or very little damage per hit, his other attacks deal less damage than a normal dragon's of the same level, and his shout repertoire does not seem diverse enough. Combat music also doesn't always play during the encounter.
Paarthurnax also isn't very powerful considering his age.
Both these special dragons are possibly weaker than the greybeards offense wise, which is boggling since Paarthurnax is the greybeards' master, and Alduin is essentially a god-like being.
Not sure if its an engine limitation or bug, but the blood from the werewolf magically fills the cauldron instantly during the companions quest when his arm is slit for a ritual.