The old behavior of /tp being relative to the entity that's teleported was incorrect, relative coordinates are always relative to the command executing entity (or block), so this is now working as intended. Teleporting entities relative to their current position can be achieved using the /execute command.
The stronghold generation was tweaked to have a better distribution of strongholds in the world. Today I fixed another bug related to strongholds, so it will be possible again to find older, already generated strongholds with ender eyes again, so existing strongholds in worlds are not "broken".
This issue was fixed by cutting out the sockets for the legs, we won't "fix" minor precision problems that are caused by rounding errors in the models and animations.
Item stack merging does not know anything about the scoreboard.
Unfortunately this feature had to be removed in 1.8.6 for security reasons. It wasn't an easy decision, but there was no other viable option. We usually don't break compatibility and this will be an exception to the rule, hopefully the only one.
The old behavior (before 1.8) was bugged, due to a general bug fix for bounding boxes the witch hut now works as intended.
To make it a bit easier to build a witch farm, I raised the height of the witch spawn volume by two blocks, so it's now Y 64 to 71.
It's possible to get that behavior by using /execute
Invisible armor stand can't be destroyed by hitting them.
Rendering transparent items for entities is not fully supported right now.
I can't reproduce this in 14w31a, within the witch hut area only witches spawn. It's of course still possible to have other mobs spawn next to the area and then walk into the witch hut area.
Custom names for items is fixed in the next version
The CustomNameVisible tag does not work on animals and mobs, because they have different rules about showing the name. For the other entities it should work.
Regarding CanPickUpLoot - do you have the mob griefing gamerule set to false? In that case, mobs won't pick up loot.
No, I explicitly said before that only @a will work for dead players. Please read all comments before requesting that a ticket should be reopened.
Keep the discussion on topic and civilized in the future please, this is a place to report and fix bugs, not about complaining why something is still broken after being reported long time ago. If a ticket is annoying to look at, it's less likely to be fixed quickly.
The @a selector (but only without a radius/area defined via r/rx/ry/rz) will include dead players in the next snapshot. All other selectors work as intended.
Solution: run functions in a repeating command block if it's important to run them before the entity updates.
Functions are not a replacement for command blocks, they are an addition.