I've found a couple things that don't match expected behavior coming from Hammer to Sledge - first off, texture lock (regular texture lock, not scaling) seems a bit different - instead of just preserving texture orientation relative to the brush when moving, it also tries to keep the texture where it was relative to the edge you're dragging - however this is inconsistent depending on which edge you're dragging.
Also, when dragging and entity or brush edge in the 2D views, it seems really speedy compared to Hammer - and a bit hard to control for me. Could we maybe have that be configurable like the 3D view speed?
EDIT: Also, it seems that occasionally pasting brushes using paste special will change the texture alignment of
corrupt and make unselectable the copied brush.
Or this may have something to do with grouping brushes in a way that makes the group concave, such as having tilted wall surfaces along with a section of floor.
EDIT4ish: I think the selection thing is because of concave groups, (which turn out to NOT be corrupted, merely unselectable, forcing selection of brushes/faces on the outer bounding box of the group only) while the texture alignment thing may be non-90 degree angles.
EDIT: I'm also getting odd behaviour where both the "world" and "face" checkboxes in the texture application window are ticked, but seem to have no effect, making it very hard to apply textures that have text, such as signs and posters, properly. Oddly enough, swapping to another texture and then back has a chance of solving the problem - so long as you don't accidentally click the "face" checkbox, which will align it to what I presume is world again.
EDIT: I've just enconutered a bug where Sledge will ocassionally, when not the active window, still accept camera commands from WASD. I was using Skype at the time. Have not been able to replicate it.
There's also this, which has been confusing and frustrating me to no end. I can fit it just fine in the editor, But ingame the texture is misaligned. It's probably because the face is slanted, since I'm able to fit-justify things on 90-degree faces properly.
I can see the 'edge preserve' thing coming in handy if it's applied to all edges, but IMO it should be separate from the traditional "movement" texture lock.