Just want to point out again that exploiting bugs is against the rules. It takes considerable time to program changes. If I have to worry about finding and fixing every bug myself, then I waste time that could be spent on doing new things. Even if I spend time to extensively debug every change, it's probably not possible for me to count on every possible combination. That's why I count on the players to let me know when something isn't going right.
The rule against exploits has been on the module for a very long time, BTW. In the case of the UMD bug, it's apparently been going on for some time. I originally pretty much eliminated UMD, because of the inherent bug in NWN coding. People could take 1 level of rogue and maximize their UMD. I had to do a fairly complex script to create a custom UMD check for KT. My point? I put UMD back in the game so that it could add an additional dimension to play. What I didn't count on is players taking advantage of a bug in the script. Like I wrote, if I have to extensively debug everything myself before I risk exposing it to players, don't expect a lot of further improvements.
As to exploits themselves, I understand "testing" them to see how far they go before a player reports them. If that means you get a leg up for a bit, I'm not going to complain. But when players continue to exploit the bug without reporting it to me for correction, it frankly pisses me off. If I find out that sort of stuff is going on, the exploiters will probably be penalized in some way of my choosing.