Ahem.
I feel there are some issues that I will categorize under the rubric of "timing," of 2 types; the type where you have a limited time to complete some race or puzzle (i.e., the player knows there is a time limit), and a second type where timing affects the triggering of the next stage but not related to puzzles/races and it is not obvious that timing can be an issue.
Of the first type, it seems to me that SureAI has rather high expectations of the ability of players. The best example in Enderal is the 5-sticks lock puzzle that many players have complained about. It seems to me that the time allotted to complete it assumes maximum ability. One post by devs stated the devs and testers had no problem with this. But devs and testers are not your average, typical gamers. Enderal also had other timed trials such as the puzzle in the tannerman's house and the dog catching (that one took me 3 tries, but maybe I'm just exceptionally slow).
This is not new from SureAI, as it also happened in Nehrim (catching the thief in Erothin, the Erothin palace puzzle, removing the powder kegs from the burning house, jumping the disappearing platforms, etc.). When a number of players are requesting a setstage id to advance, that indicates a problem to be addressed. I don't know if there should be a patch to increase these times, but it merits discussion and should be a consideration for the future (I wonder if there are any timed events in the Golden Sickle questline).
Secondly, there are places where many players have had problems related to another timing issue. One example is the Kill Gnardalf quest. Once a player goes to search the beach area after midnight and doesn't find a troll, he might rest for an hour on a nearby bed, then search again, find nothing, rest again, etc. until dawn. The resting advances the game time by 1 hour each time, but in real time it only takes a few seconds, so by dawn, even though 6 hours have elapsed in game time, perhaps only 2 or 3 minutes have elapsed in real time. However, when the fisherman sets out from the marketplace, it takes him 5 minutes in real time to reach the beach, so the game time may have already reached dawn by then so no troll will be found.
Another example is when the player must accompany Jasper to his ruined estate in the desert. The marker points to the center of the floor, but if the player arrives there more than a few seconds ahead of Jasper, there seems to be some timer that is not triggered and the next stage does not start. This has also been the subject of some questions and the resolution offered is a number of setstage commands. (I saw a post in the German forum which I translated with google, so I may have misunderstood, but I think it mentioned something about a 3-second timer here.)
A third example is where the player is talking to the high ones on the island and everything goes black. The problem I have had is that when loading, there is often a black screen for many seconds before a loading screen starts. In this example, there is a black screen for some time that, as it turns out, is because the player was unconscious and has been blindfolded, but the black screen time is long enough to seem that there has been a CTD (and I think in some cases there were).
I know nothing about game design and scripting, so I don't know what the reasons are for these timing issues; maybe they can't be avoided. Or maybe they aren't really issues except in my own mind. Or maybe some adjustments should be made. OK, your turn.