Your revisions to x0_i0_treasure appear to be working ok. I still had to customize it a bit more because I use some custom races, but other than that it should be golden. I compiled all the scripts linked in just to be certain.
Im pretty sure that my modifications doesnt need to be compiled with all those scripts, just those using the nBaseItem1/2 parameters, but if you also changed the main functions then you indeed need to do it.
There is a little complication in making a new release (trouble with installer) so I had yet time to consider some last additions. One of them is something the Pstemarie told me about earlier and thats a "Cast spell: ****" property cost. This should match this formula:
Innate 0 - Cost = 375 * caster level
Innate 1 - Cost = 750 * caster level
Innate 2 - Cost = 1500 * caster level
Innate 3 - Cost = 2250 * caster level
Innate 4 - Cost = 3000 * caster level
Innate 5 - Cost = 3750 * caster level
Innate 6 - Cost = 4500 * caster level
Innate 7 - Cost = 5250 * caster level
Innate 8 - Cost = 6000 * caster level
Innate 9 - Cost = 6750 * caster level
however around a 20% of spell cost doesnt match this. Ive already corrected a single spell that I found ingame where this was obviously wrong (Mestils acid sheat - lower cost than elemental shield resulted in possibility to cast it from scroll earlier) but havent notice others in gameplay.
The question is, did anyone made a research of why this is? Perhaps its another OC/expansion mismatch? Cant that be an intent?
What about of an unification? I rejected this previously, but perhaps its something that should be done?
The unification would resulted into minor change of the base cost of the scrolls/wands/potions/other items with cast spell property. I suspect it wouldnt be noticeable in most cases, but it might be a bit more profitable for players since most times the new cost would be greater. In few cases it might change a level required to be able to use that item under ILR/with UMD, but that should be only few of them.