The second issue is due to actions bleeding together in the client from the way we have to do things.
A better input system should result in less of things like that happening, but it requires a lot of logic changes. We require key pickup for looting because if you don't, each time you click to move, the client would substitute a move action with an interact action under the item itself. This can happen when you play normally, it's just most of the time you subconsciously click a coordinate on the screen that doesn't have an item, and then drag the cursor around with the moue button down. At that point, the client doesn't substitute an interact action when you're over an item because the mouse button is down. The catch is that you started the click at a position where an interaction wouldn't have triggered.
Now, we can't fully replicate that behavior out of process, because it requires very minimal overhead and constant input to the client. So instead, we have our own little work around in place to try and emulate this as best as possible. However, the side effects include action bleeding in cases of performance spikes or other logic limitations of not fully handling when an action is completed (since once again, we get that info from the client). In the next input/movement system, the general behavior of how we try to make the bot play the game is going to change, but it's always an easier said than done type of thing.
I wish I could give you an ETA on the changes, but there is none. We're working on fixing things every day and are progressing with trying to make the bot better. Right now, we have something most people can work around; it's not perfect, but it does mostly work. There's really no alternative, since simply removing the problematic code would result in CRs not working at all, as well as the bot not being able to move. That wouldn't do anyone any good because the fix isn't a day's worth of work and testing, it's much, much longer (once again, you have to give credit to GGG for the way they do things, it does make botting harder).
We'll try our best to help people as much as we can working with what we provide, but please keep in mind that almost all of the current problems and issues with the bot come down to the way things work in this game. The only thing that is in pretty bad shape that isn't affected by the game is our Item Filter Editor, which in that case, it's more of an issue of fighting the way WPF works (nothing really works perfectly in the software world)! You should expect to hopefully see more progress on this matter over the next few weeks as long as GGG doesn't keep dropping substantial patches which force us back into maintenance mode for a few days. I have a feeling we'll be seeing many more patches as SotV progresses, so we'll try our best to keep up with them while progressing on changing the things that need to be, but it's definitely going to be a game of patience. I know a lot of people are still waiting on boss farming still, or even a fix for the catacombs entrance, but we just have to work with what we have for now.