We worked hard to maintain the highest possible amount of code commonality with P3D, so we could continue to support it in the future.
This means you should expect some issues in the first days, because we changed so many things in the code to ALLOW the same code to work in MSFS and P3D to handle gracefully the differences between the two, because we want to continue supporting P3D.
We'll go through these, one by one, until it will be completely stable as it was before. And once it is, we are also planning to add some of the new features we added to the MSFS version, like new Docking systems, new animations, etc.
But in order to do this, we MUST try to have a common code fully working.
The alternative would have been making "one last full installer for P3D", froze the code, and that's it.
Full disclosure: Max ( MaxHype here ), who's the main GSX coder, developed most of the new features IN P3D, simply because it takes way less time to start, so we can work faster with it. However, we didn't do much testing, so I'm sure there are issues, but we designed the code to run on both platforms.