I tried Morroblivion (v063a) this week... and I'm impressed. Easy install, great work overall despite some rough bits. Here are some issues I've noted while fooling around in Seyda Neen:
1. Assaulting Jiub or the guard in the prison ship results in an infinite loop: The guard attempts to arrest the player but can only say the dialogue about getting on deck. Closing this dialogue results in another arrest attempt, and so on. (This is a minor issue caused by being foolish, of course.)
2. Ganciele Douar (at the Census and Excise Office in Seyda Neen) is missing topics compared to the original game (he has only the topic about joining the Imperial Legion).
3. If the player speaks to Socucius Ergalla before the scripted character creation dialogue triggers, he tells the player to take his papers to the captain despite them not yet having been created.
4. Starting spell selection or the spells themselves could be refined. A Breton Nightblade was unable to cast several of the starting spells.
5. Fargoth starts the game in his house instead of near where the player exits the Census and Excise Office. He did not leave the house until I unlocked the door via the console.
6. Two item caches (one containing a silver cup and some gold, the other an iron shardaxe) hidden around Seyda Neen in tree stumps near the lighthouse are missing.
7. Since Morroblivion already takes some liberties with the original game (extra guard in Census and Excise Office, etc) consider having Vodunius Nuccius give the player the key to his house upon the completion of his quest and rendering all containers in the home safe storage (as in the Morrowind mod Vodunius Nuccius House by Horny Buddha). Otherwise, the house is unused and unoccupied after the quest. It is an excellent starter home for the player.

Thanks for the reports.
Thanks for the reports.
Noted.
What topics do you mean, exactly? If it's just the generic ones like rumors, they'll get added later on.
Noted.
This could happen, because spell magnitude\duration are ported directly from Morrowind, but the game calculates spell cost by Oblivion's rules. Which spells are you talking about?
Many NPCs have full AI packages now, so they won't be in the same spots as they were in Morrowind all the time. However, Fargoth leaves his house just fine in my game.
This is most likely an issue with collision. Because Oblivion has Havok physics on various items they can't be placed with the same precision as they were in Morrowind.
Check this out.