I think if you name multiple keys the same, Hammer does something like this:
entity = value
entity_2 = value
entity_3 = value
entity_4 = value
But I don't know whether they are named that or only displayed like that. I get the feeling that if they were actually named like that, only one of them would trigger its intended target. Unless there is some weird hack in the GS engine that allows calls to differently named entities to trigger the same entity. Which would break a lot of things.
More bugs:
The texture browser sometimes remembers the second to last text filter used.
1. Open the texture browser window
2. Type something. Such as "ABC".
3. Close the texture browser without selecting a texture.
4. Open it again, type something different. Say, "XYZ".
5. Select a texture.
6. Open the texture browser again, "ABC" will be the filter.
Texture scale and shift only work with a face selected. In Hammer, you can input values and then apply them to a face without needing to have one selected. Changing these values with a face selected has an immediate effect, kind of making the "Apply" button useless.
Having right click set to "apply texture and values" doesn't apply the texture (and the values can't be set without a face selected) and instead brings up the crash report window.
Pressing Z and navigating in the 3D view with the texture tool open causes the view to shift sideways when clicking to apply a texture while the cursor is still captured in the 3D view.
The {rotatescrape and {mommablob decals from the HL default decals.wad are not rendered with their transparency.
Flip object left-right and flip object top-bottom don't work relative to the active viewport, unlike in Hammer. [edit] Never mind that. I think this is a bit better. I'll have to learn the new keyboard shortcuts.