Just a minor request:
The last time I checked, there were a few guarded gates in the module that don't have the auto-close script. Someone remarked months ago that the Upper gate should have the script, but the same change apparently wasn't done for these others.
The most notable one is the Sewertown gate which has a lock requiring a certain key (what's that lock doing there if Kort can't even close the gate after some PC has used it once?). But the Lower gate and Fort Mur gates could also have it just for some added realism, since PCs never seem to close the gates after them.
A small thing, but something I've been meaning to post for a while now.