On a couple of these items:

On daggers sometimes taking different AP costs- there's a current problem where frequently melee'rs will stop short of the "proper" attack distance, which adds an extra AP to the attack cost. This is not exclusive to the rogues, it's all melee. It currently works better if you move to melee range manually, then attack seperately.

On debuffs cancelling - it seems like characters get a fresh save attempt against effects each round. I'm not going to say debuffs aren't cancelling each other, but it's possible the character successfully saved and the effect ended early.

On crafting- I agree it's pretty obtuse, however figuring out the recipes from the text is actually kind of cool. It would be nice if they registered the books in our journal, then registered the recipes as we figure them out.

On repairs- someone else pointed out to me that repairs are tied to the percentage of durability. If a weapon is between 80 and 100% of full durability, it will take substantially less blacksmithing skill to repair.

On rings- currently we cannot get the effects of two rings at once. If the rings provide two different bonuses, you can take them off and put them back on alternately, and watch one ring then the other ring provide bonuses, but never both bonuses at once.