5. Pid (player ID - assigned on log in) priority affecting way too much. Before the whole pid system, IP adress priority never affected half the things it does now. Someone with a better pid than you is capable of walking straight through a barricade you just placed, while someone with a worse pid gets stuck on it, I am not talking one square away either, they walk straight through it from like 10 squares away at the time you placed it. With IP this was never an issue, everyone got stuck on the barricade. Additionally, pid affects your casting distance, it is possible to cast on someone almost out of sight on the minimap if you have pid priority over them, and if you don't, you can't even come close to casting that far, it is more like 10 or 20 squares behind that.
Please take a look at the differences in coding and remedy these issues (my guess is it is somehow related to the intentional delays placed on things becuase RT5 is "too fast"
my reasoning behind that is because as far as game logic is concerned, the player is ahead of where they appear to be, and that seems like it could be the whole problem here), it isn't just in castle wars that there are problems like this. (The concept of pid is better than IP in my opinion, but with all these problems, I actually liked IP better, even though I had an undivisible most of the time (really low priority) I'm not asking for IP back btw).
6. Stopping while running towards something where you clicked a "use option" (red x instead of yellow x). Before the whole RT5 update, the avatar simply kept moving as if the red x was change to a yellow x (walk here) once we performed another task while running. Now, you are stopped in your tracks if you click a ladder and then heal using a bandage, it never used to be this way.