http://www.uoguide.com/Publish_3
There are currently a lot of things implemented in UOSA that come from this patch that have been discussed in other threads but nothing has really come from it. I'd like to start refocusing some dev energy on these things now that the pvp crowd got their precious hally double hit

The trade window
This item is currently implemented exactly as stated in this patch. To get this back on track to be within our era timeframe several things must be changed.
- - Trapped items should be allowed to be traded.
- Stolen items should be able to be traded practically immediately after theft. (This is sorta implemented in that for a true success the item is bankable and tradeable, however partial success is still not tradeable)
- Overweight items/overlimit items should be allowed to be traded, excess items (over 125) or the overweight item should drop at the player's feet after the trade exactly how it behaves with vendor purchases.
- Items should be able to be picked up while the trade window is open (have not tested this to see if it's implemented properly.)
Animals/monsters contained in houses should remain there until slain or moved/removed without the need for interaction. If they are away from their "home area" and untamed they should make every effort to return as normal but they should not be teleported/killed as they currently are.
NPCs/Monsters
There are a few things that are off here still.
- - NPCs should not list the skills they offer to train when you say "train"
- Some monsters should have backpacks of loot, sometimes monsters should drop "a scroll"
- NPC merchants should be reviewed in the demo to adjust some of their wares as it seems that before this patch they would not always carry expected items.
Single clicking on a moongate should just bring up "blue moongate", not a description of where it leads.
There are other things mentioned in this patch that are either not implemented here (the secure pet/house trades) or are something I cannot check (the guildstone changes, retamed pet loyalties, smithy difficulty changes, healing based on dex). If these are some things you can cast a light on (either through shard experience, or demo code) please post here.
I know it's a lengthy read but these are several things that are massively out of era and should be looked at to patch, or at the very least discussed to come up with a patching content/schedule.