there's only 3 qccs worth considering using.
fteqcc (I'm biased yeah yeah), frikqcc (grr, qccx hacks), qfcc (if you can get the compiler to compile).
every other qcc I've seen has too many vanilla bugs.
fteqcc and frikqcc have quite a few features in common (which I stole). If you're paranoid about qcc bugs, avoiding the use of any fteqcc/qccx extensions can be a good plan, then you can blame the qcc a bit more easily.

Either way, both of those qccs have a load of warnings for when things go bad.
With frikqcc, the defaults are good, while fteqcc tries to spam you with pretty much everything it has - there's a -Wno-mundane argument to disable trivial warnings with only non-trivial fixes.
quite a few qcc warnings really ought to be errors, as they're basically fatal. however, refusing to compile a mod that works fine with another qcc due to mere luck is bad karma.

If it doesn't run properly, CHECK THE WARNINGS!

Regarding the 'clean qcv1.06 spawnblood' issue, what's the problem? got a link?
fteqcc is by no means perfect.

My local version miscompiles everything resulting in players spawning at '0 0 1' whatever the spawn spot says. All sorts of weirdness there.

Its generally okay if you avoid the weird undertested/untested features like mixing pointers+structs+arrays which I made the mistake of trying somewhat recently. Had to fix that before I could mess around with the mod, jogi still hates me for suggesting that he use those features too.

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