I don't know much about PW or balance, but most of these "balance" issues could be evaded if the changes/fixes were released as a separate (optional) file/mod, similar to "50%/75% empower maximize" mod you made?
Which is something I decided not to do. I believe that the peoples opposing CPP wouldn't use it anyway, I even know one such guy very well as he helped me - but he got a real problem with applying the CPP into his module even though he doesn't see any balance issues in there - he just want to fix everything himself or something, I never understood that but nevermind.
Anyway, Im designing this patch to be a new standard, changing things to the way of how they should be based on original developer's comments, logic and also balance. The backwards+forwards compatibility and keeping the standard features/look(in case of visual overhauls) is a key there.
In essence, everything *is* optional. It just needs to be modified *after* you install the patch if you don't want it the new way. Which is something that the critics of this project are capable of doing for sure, so I don't think there is any problem out there. I'm doing this now for peoples who wants to use it. (Of course with attention to potentional PW/balance issues)
Sometimes (mostly noticed in original campaign chapter 2) my brother's cleric's weapon would remain (visually) floating in the air in a single spot for a couple of seconds before vanishing.
My brother never saw these issues, so i guess it was on my side?
This is not common in vanilla tilesets unless you install various facelifts such as NWNCQ or Zwerks, then these issues sometimes happen. If your brother doesn't use any custom content like this, then a screenshot it next time it will happen and I should be able to fix the issue. If he does, try send that screenshot to the facelift creator, though creator of NWNCQ is gone from NWN afaik.
Also, for some unknown reason, sometimes my character will not "continue attack" after slaying one of the foes in big battles.
Example:
I am fighting 5 enemies at once (i am surrounded).
I let my character attack them without any commands/input from me (other than a single right click on the first enemy).
My character kills 3 enemies, one by one, and then the "attack" sword/icon in the top left corner (action queue?) simply disappears and my character does not attack the remaining 2 (melee) enemies - even though he correctly killed the first 3 in the one-by-one fashion and is actively being attacked by the remaining 2 enemies in melee.
That does not happen every time, but it does happen somewhat often.
Any chance of our characters being made to properly fight all enemies in melee, one by one, instead of sometimes stopping half way?
The automatic attack stops when your enemies are out of reach, no way to change that and neither its a good idea to do that (many possible issues can appear). Or it might happen with Circle Kick. The circle kick attack often reaches some distant enemy and cancel attack, however I believe this is fixed in NWNCX_Patch with the better circle kick behavior, I just wasn't be able to confirm that yet.