The real question is which ones are actually bugs and which ones are just table problems or maybe both? If I thought it was an engine bug it would be in Mantis already.
If it works in single player and doesn't work in multiplayer it's not a table bug.
-Three primaries on Whitestar. All kinds of stuff with this one. Player loadout screen is messed up on both host and client. Using red-alert to bypass loadout results in client side primary issues such as wrong secondary weapons display, showing first primary (beam) firing when only primary bank 2 or 3 is firing, and the yet unconfirmed Nial loadout glitch.
The Whitestar works in single player therefore it's not a table bug.
-Gunship flag results in hits and kills not counting in coop and TvT. Seem to work in dogfight though. Fixable by changing to fighter flag in tables but is it a code problem too? I only know of 2 player ships with the flag: DH Raider and the Whitestar (starting to hate this ship)
I don't see how this can be easy to fix. Fighters and bombers only scoring kills to me appears to be hard coded. I can't confirm that because I haven't checked the code. I'm concerned about hacking in a "solution" where gunships or whatever are added to the list. I think we should just exclude the ships from mutliplayer missions and add a warning to the FAQ.
-The Vorlon splat. No idea what is causing this one yet. Can't reproduce it over a LAN game. Also didn't notice it in coop so I don't think it's anything with the fighter itself. Possibly something to do with the VE Dreadnought?
Take the VE Dreadnaught out of the mission and see if it happens. We need confirmation rather than more questions or we'll be here all year

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Also one question on asteroid fields. I noticed that if I make a passive field that the asteroids will start real close together then spread out.
That's just what the game engine does. It's a pet hate of mine about asteroid fields. I asked the SCP to do something about it but nothing ever happened and I would rather a hacky fix wasn't thrown into 3.6.9.