Here's my list, some of these are fixed in the patch.
There's no really "broken" perks, except for Cautious Nature, which is removed in the patch.
No description for any of the armors for non-human races.
Description for 2mm EC is simply "Ammunition."
In the description for Intelligence it says it modifies "Dialogue options", this was obviously erroneously left in from FO2/1
"Nuka_Cola" instead of "Nuka-Cola" in the description for cherry Nuka-Cola.
In Kansas City, I once killed all the mutants assaulting the south gate, and then killed all the commanders and returned and talked to the Bishop. All my objectives were complete, but I decided to peek out the west gate, and suddenly it was under attack. After killing the attackers it stated that I had completed the "kill commanders" objective AGAIN, and I gained the experience again. Also, sometimes in the same mission if you kill only 2 of the commanders the objective will be marked as complete.
In the where Barnakay originally gets captured, there's some supper mutants on a ridge, and a ladder up. However, the ladder leads up to a spot too narrow to move through, and so the corpses are inaccessible. And anyway, how would they have gotten up there!?
Dogs can take fast shot as a trait, yet they can neither throw weapons nor shoot guns. They can also take one-handed, which seems a no-brainer?
The briefcase nuclear control system has no description.
Bob the super mutant, who is recruitable in the single player campaign, has the ham-fisted perk, which should mean that he has 4 tag skills total, however he has only 3. In multiplayer if you tag unarmed then take ham-fisted you wind up losing a tag skill.
Stumpy, who is recruitable in the single player campaign, has a description which states "Small guns, melee attacks and traps..." However, his tagged skills are Sneak, Traps, and Gambling, and he is in fact extremely poor at all the stated skills except for traps.
Rotagen Rum has no name or description.
When you run out of rounds in a weapon, it doesn't always reload with the same ammo you were using. For example, I have my shotgun loaded with standard buckshot, but when I hit reload, it tries to use flechette rounds, requiring me to manually reload the gun from my inventory every time I run out of ammo, or to remove the flechette rounds from my inventory.
The Leader perk seems to be broken. If I play in multiplayer with it, it seems to work fine but in single player it does nothing for me. Perhaps only my main character can take it effectively in single player?
In the description for the Lewis MKII it says "An efficient and reliable weapon. ."
The M-14 should fire 7.62mm NATO ammo, not 303. Same with the Bren L4. See
http://www.fas.org/man/dod-101/sys/land/m14.htm and
http://world.guns.ru/machine/mg10-e.htm
The M249 should fire 5.56mm.
Here and Now is broken in multiplayer, as your point cost goes up if you take it, as you would for a normal level.
Quite a few mission maps incorrectly state extraction points. This is quite annoying as often you run all the way to the point indicated only to find the exit grid was somewhat near where you were originally.
The Calico Liberty 100 should have a magazine capacity of 100 not 50. The Liberty 50 was the model with a 50 round capacity magazine. For more information, see
http://mem.tcon.net/users/5010/5491/libertys.htm
In Newton, the mission where you have to rescue the reaver elders, there's several problems. First off, Glenda, the medical researcher and doctor is so poor at what she does that she can't even use a field medic kit, which she surprisingly has in her inventory anyway. She's also Age 19 which leads me to believe noone bothered to change this, same for Tobias Peste, etc. Also, the reaver armor that the reavers wear is quite interesting. Not only does it not have a description, your characters can't wear it. Even more surprising is that if you take it off the reavers, you can't put it back on them. Even reavers can't wear reaver armor apparently. Glenda's armor also apparently has no benefits to it, judging from her damage resistance.
When computer players trigger alarms in turn based, they seem to make no noise.
Sometimes in squad turn based a squad will get 2 turns in a row.
In multiplayer I had one of my characters use drugs on an enemy character (I was being silly), and the character who was using the drugs on the other character became addicted!
In the assault that takes place in the vault, my team lost the second the game started.
There's no pipboy art for the perk demolition expert, or the trait glowing one.
Gatling Laser sound happens a second after you fire it, not while you're firing it.
Robots kicks do less damage than their punches, but cost more AP.
In Scott City, after you find General Barnakay's corpse, you're told to proceed to the extraction point, even if you haven't found the merchant. Once you get to the extraction point, you're dressed down for not having found him.