An annoyance, one bug less to worry about.
Here's a trapslide, just to make things clear.
There's no opposing player nearby. There's no need to slide. This is what the trapfix fixes.
It's a bug. Not from typing in a wrong number in the code, but from a hole in the design, just like the autoslides/headers above.
Dino spoke about this in Dublin, he said it was not meant to happen and agreed my fix was a good one. So I was very surprised to hear about the contents of the interview. I guess the context of the discussion matters here, so I'm looking forward to having a listen.
If Dino looks at that animation and says "Yeah, that's just what I wanted" then I'll be amazed.
My original implementation of the trapfix was open to abuse, players could just hold down the fire button all the time while defending with no fear of a slide. This was picked up on and the complaints were indeed justified. By the 2012 world cup (v1.09) I had patched that loophole up but by then the trenches were already dug and nobody seemed to notice which is very unfortunate.
As for the case of preparing for tournaments on 1.4e/oracle - the trapfix in it's current form is very minor compared to the difference in player stats this person will notice. Players will be less accurate, tackles will be different, stamina will be different etc
3. Prevent Kick Off Lobs
I hate these. To me they are as filthy as diving over an outstretched leg in the penalty box. That's why I don't do them in tournaments, although I imagine I'd do better if I added them to my lobbing arsenal. I'm sure others feel the same about my lobs, so I don't feel like I can complain much! I'd probably abstain on any potential vote.
4. The Keeper Running Behind the GoalLine
Looks funny. Another case of an implementation of a design which has a hole in it. The keeper is running to intercept a loose ball. He just doesn't notice that the place he's running to is the advert board off the pitch. Not wise. Most goals come from manipulating the keeper in some way so this doesn't seem so different to me.
Also while in Dublin, Dino spoke to me about the wish to continue development of KO2 on the Amiga, suggesting we add new things, fix problems such as those mentioned here, all agreed by a panel of forum members. Breathe new life into the game we all love in an 'official' way with the original developer involved. It's something to think about and a rare opportunity for a game of this age, although I've already pointed out there would probably be resistance.