I'd like to know more, do you mean accuracy-related issues/differences by that?
For starters, it's the general problem that BOXCE is no longer an addition to OXCE, but a
different fork, as Meridian said. This means not all knowledge transfers over, OXCE devs and informed players can't always provide support, there are
undocumented things that may or may not be bugs and only one person in the world can tell the difference without code diving. Stuff like that.
Second, Meridian's example is a very good highlight of something I have a lot of problems with (engine-level tightened throwing dispersion when I think said dispersion is ridiculously low to begin with, and modding tools provide limited means to address that), one which is quite
difficult to notice in-game without playing
a lot, getting a sense that something's is off, and then either code diving or getting someone else knowledgeable (and right now, that was like two people on the planet!) to point out this got changed.
And ATM it looks like BOXCE is a minefield of such potential subtly but meaningfully different aspects, and that makes me not want to play it
at all. Because
testing and documenting such things is usually assumed to be the responsibility of those who make the changes, and 'play to find out' is rightfully lambasted as lazy dev behaviour.
Bottom line, I can no longer trust BOXCE to behave like OXCE, with AI-oriented changes and some option-gated additional stuff. And I have little desire to learn two
subtly different sets of game rules/behaviours. I can get changing some things because vanilla behaviour wasn't working for AI, or it was somewhat disputably a bug, one OXC(E) didn't care about but didn't really change the game much. The above example is neither, and a significant change at that. And I don't want to walk on a minefield of finding out what exactly does or does not work as it used to, without a clear heads-up.