Hi, please excuse my post being English but I don't speak German. If need be, ThreeD will translate this into German, I hope.
I am one of the people who works on the English version of Better Cities upon which the German version is based.
I want to thank TK29 for the screenshots you have linked here, revealing a number of small glitches needing fixing in Better Cities. Using your screenshots, I have so far corrected many of the issues.
I know ThreeD does not intend to continue releasing updates to the German version of Better Cities any more, so the following info won't really be of much value, but I'll respond to the screenshots anyway.
Error 1: Leyawiin. The harbour boardwalk has been adjusted to remove the gap.
Error 2: Bravil. The rock has been moved (as well as a second one nearby) so that it no longer floats above the ground.
Error 3: Bruma. This is a conflict with Real Lights. Ismelda has made adjustments to BC Bruma, repositioning the brazier so that our flame and the Real Lights flame should end up in the same position, thus removing any floating flames.
Errors 4, 5, 6, 7: Green Emperor Way. These issues were already fixed in the previous release of Better Cities.
Error 8: Anvil Bay. You are missing a mesh that can be found in "Better Cities - Shipyard.bsa". Add this BSA to your Data folder and the mesh should be restored.
Error 9: Anvil Bay. The land has been slightly raised to cover this floating rock. While fixing this, I also spotted a similar issue on the other side of the landpath to the lighthouse, and raised land slightly there too.
Errors 10, 11: Anvil. These rocks are placed intentionally.
Error 12: Anvil. Vertex shading to the land has been corrected, resolving this clear line splitting light from shadow.
Errors 13, 14, 15, 16: Anvil/Anvil Bay. Rocks have been repositioned or added to to resolve the minor visual issues circled.
Error 17: Anvil Bay. The lamp post in the screenshot is not floating in the BC ESP, suggesting that another mod loading after BC has edited the land height. I don't think any of the RAFOO ESPs would make such a change, but I suggest moving all the RAFOO ESPs to load before the BC ESPs.
Errors 18, 19, 20, 22: Anvil. Various floating objects have been grounded.
Error 21: Anvil. Land height has been raised slightly beneath the steps to the door.
Error 23: Anvil. Misplaced wall deleted.
Error 24: Anvil. The lamp post has been lowered slightly, and a new rock placed against the city walls to resolve the minor visual issues circled.
Error 25: Anvil Bay: Crashes caused by lighthouse... I can't help with this issue. If others report the same issue directly related to Better Cities, then we can look into this.
Error 26: Skingrad. Tree placed as intended. Trees do grow on rocks, I view the circled part of the tree as a root reaching down for better soil.
Error 27, 28: Skingrad. Tree has been moved so that it does not grow through the rock.
Error 29: Skingrad. Another rock has now been placed in this small gap between walls, to hide the bad image of bits of rock sticking out of the building.
Error 30: Skingrad. Rocks have been repositioned, and new rocks placed. It looks to me like there used to be a large rock in this space that accidentally got deleted at some point.
Error 31: Skingrad. Rock has been pushed out of site at this location.
Error 32: Skingrad. The winebarrel has been resized and lowered slightly to cover the shading on the feet of the mesh.
Error 33: Skingrad. The darker of the two circled rocks has been deleted, the other one has been left. The pavement section has been adjusted to hopefully resolve the texture-flicker from overlapping the section beside it.
Error 34: Chorrol. Grass removed from under steps.
Errors 35, 36: Chorrol. Land spike smoothed over. Land under door lowered to uncover doorstep.
Error 37: Chorrol. Grass removed from under statue.
Error 38: Chorrol. Land lowered here, and at three other locations around the same building.
Error 39: Chorrol. The tree has been moved to be beside the rock.
Errors 40, 41: Chorrol. Walls have been moved slightly. Hopefully these gaps are now gone.
Error 42: Chorrol. This is not related to the mod. What you show in the screenshot is a bad mesh created by Bethesda.
Error 43: Chorrol. This is the same screenshot as 42.
Errors 44, 45: Chorrol. Signs. Well this isn't one for the English team, this is for ThreeD. I don't even know what the problem is as I don't understand what you've written on the pictures
Errors 46, 47, 48, 49, 50: Chorrol. These land spikes are intentional, and represent jagged rocky ground.
Errors 51, 52: Chorrol. Rocks have been repositioned.
Errors 53, 54: Chorrol. I don't see what the problem is.
Error 55: Chorrol. The rock circled on the right looks fine to me. The bit of rock circled on the left is part of the rock not circled further to the left. This rock has been reduced in scale and rotated slightly, so it no longer sticks out through the brickwork.
Errors 56, 57, 58, 59, 60: Chorrol. Not easy to fix these issues, as the Oblivion game engine is the cause of those jump-on-the-spot problems. Reshaping the landscape at each location slightly should reduce the likelihood of this happening.
Again, thanks TK29 for uploading these screenshots.