Okay, let me quickly mention 2 things here:
1: At no point have we (Hyper, Bio or myself) contacted GTX regarding Overpoch. I realize that's not what they're saying but I want to mention it in case there's any confusion. (It's a mass email from a pissed-off technician.)
I genuinely don't know what he's referring to with his "5 serious issues".
We (Bio and myself) sorted Overpoch on our own and it's working fine. Players seem to like and there's no glaring issues.
We've encountered no issues with databases. (Adding weapons, ammo and cars was a bit of a pain but we got it sorted in good time.)
The .rpt (error log) is a bit of a mess but 99% of it is common DayZ stuff that can be ignored.
So I'm afraid he's lost me a little there.
I have personally emailed Infistar and GTX regarding fixing problems and provided them with code examples (deleting vehicles on the new patch etc) and they've replied with thanks or better methods and have said they'd implement fixes where possible. Sadly 112555 is hindering them. Which leads us to...
2: Patch 112555 is a very mixed bag. It fixes a lot but also breaks a few things. I personally think the fixes out-weigh the bugs. Performance is better and the AI tend to react better (resulting in better missions).
You can read the log here:
www.arma2.com/downloads/update/beta/ARMA2_OA_Build_112555.log
I don't think rolling-back will break any mods but I'll discuss it with Bio, Pip, Rab and co on TeamSpeak later and see where we want to go.
Players can easily roll back in DayZ Commander.