Couple of oddities I noticed with the 1.9 update: Some of the robe parts (21 through 24) are wonky. The models themselves work fine, but the armor loses it's icon in the toolset (the box showing the item's icon just completely disappears) and in game the armor's icon shows up as bare-chests.
Also, I'm getting robe 001 (the new kimono part?) showing as all-white. I haven't yet searched out the plt file in the hak though to see if it's fubar, or just a case of the texture being larger than 512 (which my own computer doesn't seem to like).
Some of the new heads are showing up (at least for me) as all white in the toolset/in game. I had this with other heads in Q, and it was due to the plt texture being too large for my piddly lil laptop to handle... I found reducing them down to 512x512 in size fixed that... however with some of the new heads, the plt textures appear incredibly small already, smaller than a number of other head plts which show up just fine, so I am not sure what is going on. They are all male heads, halfilng 103, human and elf 101, human 195 and 196.
Another oddity from at least v1.8, The vfx mask script qit_hmask001 has a slight bug. For half orcs, it applies the human sized/placed mask vfx. I found that moving the if statement for half orcs above the human/half elf if statement fixes this. I am not sure why having it after the human/half elf statement screws up.
Another oddity I've noticed, some icons (such as the arrows/bolts, reforged weapons) show up with the nicer looking Q icons in the toolset, but I get the old default icons in-game. I checked out some of the icon files and found they were saved at 32bit/pixel settings. I resaved to 24 bit, and then they show up in-game. Is it absolutely necessary to have small icon images saved at 32 bit? For something like the head plts, I can understand having to either make my own fix or deal with white-heads, but for icons, I honestly can't see much graphical improvement saving them at the higher bit rate.