1st issue will be fixed for the next version. I have no idea why that's no longer working like it used to, but I added in a WPF converter for the property so it should allow for changes correctly now.
2nd issue most likely is from a 250ms delay added to FinishCurrentAction in trying to figure out an issue with the Library instance not getting reset. My worry was the ProcessHookManager was breaking, but that is not the case it seems now, so I need to go back and remove a lot of debugging changes.
3rd issue, is currently a known issue that has no short term fix (it is going to be looked into though after more big issues are taken care of). The core problem is movement in general (resulting directly from how the client works), but the only way it can be attempted to be solved is though pathfinding and raycasting logic changes for the area itself. The pathfinding is working exactly as it should (although being able to stay far away from walls would be extremely helpful), but there's no way to precisely move in this game, because the client has its own local pathfinding system that affects movement, and the way movement actually has to be done (move the cursor, then click). Couple that with the way the client handles mapping the cursor to the ground to generate move actions (which is buggy under some very specific scenarios, namely small stairs in certain rotations in Docks), their system creates all sorts of issues for general movement in tight spaces or areas where there are building overhangs, because there's no way to correctly determine how you should move.
Right now, it's not a top priority to address, because I could spend days trying to find something that works "better", but it'd never be perfect and it'll still have issues due to the way the game works, and at this point in Beta, there's a lot more that could be done in that time that would help progress the project a lot more. That's on top of also needing to make area specific adjustments for Docks, which is a totally different issue, but of the same nature.