I'm glad you got the crossing working.
When I did a bunch of repairs after bringing in old content into TS2009, I came across some of the most absurd errors. These were mostly typographical errors that the modern error checking would catch but even TRS2006 let slip by.
catigory instead of Category with other variations in between
desicription instead of description
Non-conforming numbers.
Splines mis-configured and acting weird,
and many more including the incorrect type of quotes, single instead of the double, causing the config.txt file to totally mess up and required me to fix that.
I don't blame the content-creators for this. Typos do happen and this is why the program needs to catch them when the asset is compiled. I put the blame squarely on Auran because many errors were caused initially by the early assets that content-creators copied. For many early assets, content-creators copied config.txt files and changed the names and information to protect the innocent, I mean to suit their similar asset. This is well and good if the base asset is correct in the first place. What this did was cause the same errors to occur over multiple content-creators using the same base asset for their own. Other errors occurred if content-creators used an asset as a base and didn't update the information properly, and finally other errors were simple typographical errors, missing textures, dependencies, or bad scripts.
There are really four kinds of errors.
Semantical errors, meaning those that allow code to work but are not with the intended outcome, won't be caught by the compiler or error checker because there is no way for the program to know the intent.
Syntactical errors, meaning typos, can be caught if the error is included in the list for the checker to find.
Missing dependencies and textures.
Faulty scripts.
Who's to blame here?
I put the onus on Auran because they didn't implement better error-checking right at the beginning instead of horsing assets through with a lick and promise and some prayers while hoping the assets would work and not cause a crash.
Due to the huge number of user complaints, error checking started in earnest with TRS2006, it was announced that stricter error checking would be implemented. This was the very early beginning of what we have today. Most assets, meaning those that complied with the rules, loaded fine but many, many more needed repairs. As time has gone on, the error-checking has become stricter. To allow for backwards compatibility, the error-checker has some filters such as build-version. Again, as long as an asset plays by the rules based on that version, it'll load up fine. The reason for this is to allow the older assets to load up in newer versions without triggering errors. We can see this if we take an older asset from TRS2004 and change the build number to 5.2. If there are any obsolete tags, meaning those no longer directly supported in build 5.2, then the asset will fail to load. This is the same with the reverse. In addition to some file changes for some assets, many newer assets can't be down versioned due to having different tags, scripts, and even texture changes that were non-existent when TRS2009 or TS2010 came out so that these newer features cause the asset to fail.