Intrinsic WQ: Humans actually don't have the highest which may surprise some of you who thought they were ever intended to be optimal. Long lives and short lives tend not to affect it too much. Extremes like an unaging race, a five-year lifespan, and having a hundred surviving young, however, will have a noticeable effect. Lifespans as much as ~170 years are still close to the highest multiplier on account of races in general tending to live longer in a setting like this.
Details costing more: Modulars also cost a lot because of how long they take to check for more than three features. Well-detailed things that don't get disputed tend toward costing less.
Propagation cheaper than creation: Technically true, but that bug has mostly been patched. You're better off not generating unnecessary work.
Page 100: I see something about KI'Tork asking something about the sun.
Propagating over multiple ticks: It depends on how it's done. Propagating once each tick wil end up much more expensive partly because of rounding. Propagating starting at a tick and ending at another (be sure to post reminders) can end up a bit cheaper.
11B vs. Hovori: The Hovori were 10E base. (6E+(4E Cosmic) I think)
New bestiary: Local copy of tick updates modified to include a link to it
Expensiveness of time-related creatures: It's partly because of the combination of the time thing and the absorption
Malakath: Safe stasis
$$$Response
Turonniheld: 3-4E base
City for them: 3-5E depending on features
Turonniheld/1K: +1-2E
Turonniheld/10K: +2-3E
Turonniheld/100K: +6-7E
Owl defenders: 2-3E base
Creating a planet-sized city to orbit the sun: 12-13E, can easily orbit close or far from the sun mundanely or be forced into an unconventional orbit (e.g. leads/trails Keshan/Slytha by half a degree at all times, orbits in a wavy pattern normally requiring powered flight) for 2-3E