BHW, seems I misunderstood what this project was about, I apologize. I was imagining more of a list of errata from the old editions and some kind of definitive collection of clarifications (like HispaZargon's remake errata thread... not saying you need to copy him, of course). I responded too hastily, but now skimming through the document you linked it seems more like you've created your own editorial changes to imagine a new version of the game, basically just another homebrew ruleset, but here simply favoring the 2nd edition (something perhaps sorely lacking in our community as so many attempts are to bring everything up to the NA edition). Yes, you've referenced the 1st edition and the "official errata" from 2006, but, and this isn't wrong to do of course not saying that at all, you've come up with your own solutions rather than appealing to some kind of fan consensus.
Like for example, the idea of interpreting pits as being spike filled holes is a cool, imaginative solution (referencing the "Trap!" card from the treasure deck, though no indication is given that this is meant to be an identical hazard to the pit tile, which shows no "stakes" or holes for stakes to retract into if you think it's some kind of mechanical trap rather than just a covered hole or trapdoor to a dug-out). Yes, Avalon Hill put spikes in all their "hazard" cards in the treasure deck of the 2021+ edition, but once again they didn't alter the pit tiles or reference spikes in the rules about pit traps. So this is pure homebrew.
The idea of death saves, again, interesting solution. NA players really love death saves, mostly. A few hate them, thinking it makes the game too easy or Zargon too soft, so they simply eliminate them. I have seen and talked to a few players who like the "but you only come back with 1 BP" solution. I can see the inspiration here, as that's how the Dark Company handles the EU's sole example of an "Elixir of Life." However that single case is ambiguous. The point there seems to be to bring a dead hero back to life, but in the EU rules you could argue a dead hero who just went to 0 BP just now is identical to a hero who died several hours ago in the same game session (the text doesn't specify that it has to be someone who died during that quest, for all we know it could be someone who died 34 quests past! But probably they intended during the Dark Company adventure since a Hero is replaced by another with a different name in the next quest anyway, and they don't assume you have more than one of each miniature available). The Elixir's purpose seems to be for a surviving hero to save a hero who died. In the NA edition it would be to save a fellow hero who failed his "death save." But, barring what the designers probably intended, how cool would it be to play the rest of the quest with TWO BARBARIANS like some kind of power-up. Now the tables have turned!
Sometimes a player dies and it's a relief, because they needed to go do something else, while others "have to" keep playing. They don't want to be left out of the group activity, or miss seeing how the story ends. It's like being in the arcades back in the day and inserting another coin because you want to keep going even though you ran out of lives and your score reset to zero (but you don't want to start all over).
After all, many Morcar players would simply say that while it's great that you have a healing potion, unfortunately your character is dead, and so it's too late for you to quaff that potion. It won't do any good for another hero to pour it down your throat after the fact, because healing potions are for the living, they only heal injuries, not death itself. Letting heroes survive death does change things, most would say making the game easier. Many would say its more fun because having your character die and "waiting out" the quest for the rest of the players to finish (or walking away out of boredom and sadness) ruins it (response: "so get good," lol, but sometimes we're just unlucky!). I'll be curious to see how you handle complete mind point loss, which according to the rulebook means death, but in the actual quests in the expansions almost always means "unconscious" (vs. the "shock" which is favored in the Avalon Hill remake series). And I could be wrong, but there's no way to restore lost Mind Points under the EU rules except rest (they're restored in the next quest). So there's another question then... if you allow the "return to life with 1 BP" by using a healing potion at the last moment, would you allow this too when death was the result of 0 Mind (in Kellar's Keep)? Or can unconsciousness not be avoided? I think it would be cool to have a game where 0 Mind points, means your figure is replaced by an undead creature, under Morcar's control.
Cruising through the Ye Olde Inn site provides an interesting experience. One sees European players adapting the US stuff they "missed out on" into a format that is more akin to their own ruleset... and also American players (see Phoenix's page) adapting the European stuff to US rules for the stuff they "missed out on." Various items from the Japanese set are adapted alternately to European style or American style rules (the latter in the Forums), alongside these homebrews, you have straight up preservations of what the things were in their original context. Some EU players really wanted to use the extra artifacts and spells that the NA edition had, while there are NA players who wanted a deck of EU cards with the extra treasures and equipment they lacked. There's an interpretation of the Elixir of Life "Artefact" card for instance that if you implemented it into your game, could change things, of course you have to find a place for it to be found, or it changes nothing. But I could imagine someone packing all that stuff up and setting off to play "Mage of the Mirror" under a modified set of rules more friendly to the EU style and it coming into play for example, rather than simply backporting the stuff into the familiar EU quests. A lot of us probably just retain a single ruleset we liked, and just tweak a few small things. EVERY GM makes choices when it comes to the ambiguous things, maybe with reference to the wider community or even in spite of it, and that's their right. Others try to construct a comprehensive revision of the rules, where everything fits together (and simply yanking something out of context and bolting back onto the basic rules might cause havoc or confusion).
So while cool, this document goes beyond mere clarification. To me you're creating a new homebrew ruleset here. Again, nothing wrong with that, but I think that goes beyond official clarifications and errata. I figure you could create some kind of booklet that does a survey of the most popular rule solutions among active online fans, but that would require I think a lot more research, surveys, polls, and such, more than a simple cruise through Ye Olde Inn could give a person (and no offense to the actual research you've done, I know this isn't something you just dashed off, you've been talking about these issues for many years on here!).