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I might just re-release KF without the Bubble Weaver or Drain Mite spawns, since it seems like it's going to be a long time until they're updated. But I'm going through a fairly slow process of reworking some lower-quality rooms while designing expansion concepts for the region, so it may just work out that by the time Bry gets to updating them, I'll have a much better region ready for you to enjoy.
That being said, I do wonder if maybe saint's map of Submerged Superstructure is affected by the gate placement? if only because that lower-left corner of the 'bitteraccess' room is where they usually travel to access Bitter Aerie from the lower map. But I think rooms and connections can be altered and closed off between separate slugcats/campaigns, too.
Speaking of 'improper' gate naming... now that you mention it, I don't think I've ever seen any other custom regions name their gates different either, so I guess the game really is strict about that after all. I don't think it's as important for shelter names, though I could be wrong. They probably all have to start with 's_' and then number, but I swear I've seen some downpour dlc shelters named differently.
the 'MS-KF_aerie' gate is completely broken.
The gate opening and closing animation works like normal,
but once you try to continue into the next region, the exit spits you back into the gate room.
So it acts like a broken/region-less gate.
In other words, it does NOT change the region when you pass the gate.
This problem applies on BOTH sides of this gate, I've already tested with warp menu.
The lower 'MS_KF' gate that leads to lower/'regular' submerged superstructure seems to work just fine, though. Same with the gate leading to Moss FIelds.