There are also some less obvious formulae to find. They are discussed on UESP's talk pages (
here and
here).
First, there is a damage formula. It is simple, but in vanilla Morrowind it is hardcoded, ignoring GMSTs, specifically created to tune it. MCP fixes this, including them in the formula.
There is also damage formula for ranged weapons. It adds bow's/crossbow's damage to ammunition before considering multipliers. Tricky thing is, it considers throwing weapons to be both ammunition and something you shoot it from. So the base damage for some 10-dmg throwing star would be 20, not 10. This should be considered. It's obviously just lazy coding, but if you do this normally, you'll lose some compatibility with unmodded Morrowind.
Then there is willpower, which supposedly helps resist paralysis and silence. I made some tests and discovered an estimated formula. It also seems that you can't resist silence spells.
Next, there is knockdown/staggering mechanic. I posted some testing results and conclusions on the talk page for combat. Formula is very unclear and hard to test. Again, it's best to look at the code.
AI will need some research too. How exactly Alarm/Fight/Flee settings work in various situations, how they correspond to distance, disposition and other things.
Lastly, there is a question about creatures. Looking at formulae where the game compares skills of both sides, we mostly think of a situation "player vs NPC". However, there are also creatures with a weird skills. Instead of the usual 27, they have 3: combat, stealth, magic. They are used in formulae instead of normal skills, but it is unclear, how exactly they are chosen. For example, mudcrab's chance to hit is clearly determined by his combat skill. But what about skeleton archer's? They could use combat skill, because this is a combat formula, or they can use stealth skill, because dev's considered marksman to be rogue skill. If it is stealth skill, then what would happen if we set marksman to "magic" specialization in CS? While last Hrnchamd discoveries (see block formula) lead me to believe that CS's specializations are irrelevant and, say, marksman and hand-to-hand are combat skills, this still needs some research.
Moreover, this skills are not only used as skills. They are also key parts in creature's combat AI. The higher creature's magic skill, for example, the more likely it is to cast spells instead of attacking in melee, while high stealth makes them try to shoot you. However, it is unclear how exactly this affect their behaviour. Will they choose magic over melee every if magic skill is higher even by 1? What will they choose if all skills are equal? Again, needs some research.
Hope it's not very rude to multipost here.