OK, I think I've found and squashed all the bugs, except for this one:
If equipment is left in some other system, if you choose to sell it, it will be sold, but change won't go into savefile. Equipment piece will haunt you until you order it to current system.
Can you provide a bit more detail on this one? What piece of equipment were you selling? Which system was it stored in, and which system were you trying to sell it from? If you've got a save game with the condition primed to test that would be helpful too.
Something what maybe is not a bug - when I played on my old computer where Oolite runs with 10-20 FPS, this OXP slows down FPS noticeably, I'd say -30% in spikes, even while docked. Does it have anything to do with heat logic? I choose not to install it here due this, hope performance might improve. On other computers difference is invisible.
For this one, I'd be surprised if just the heat logic was to blame. ShipConfig applies code to every newly spawned NPC ship once, and then timers are added for each ship to control individual settings. Not all ships get adjusted, though. I'd expect a small hit when the system is being generated, but not a constant FPS hit.
It's worth noting that a PC that is only managing 10-20 FPS normally puts it into the "struggling" category. It wouldn't take much to cause a hit to FPS on such a system, and ShipConfig could certainly be a factor. When I release the next version, I've added a flag to Library Config that will allow you to turn off the application of restrictions to NPC ships. That should at least give you some idea whether ShipConfig is the sole culprit for the slowdown. (You can do this now if you're OK with editing JS files - in the "shipconfig_core.js" file, change "true" to "false" on line 31)