expect between 15-50 defects per 1000 lines of code, depending on language and programmer.
the 0.5 thing might be to work around an issue with the d3d wrapper that was popular at some point (d3d9 uses different texture coord origins or something).
the only way to center the aim point is to 1) use more precise angles for the client->server messages. 2) move the view offset down by 6qu. these two things combined should ensure that the projectile always hits the exact center of the screen.
the center of the screen is not a single pixel. crosshairs look better when they ARE a single pixel. this could be another reason for the 0.5
conwidth/conheight not matching physical coords is another bug. rescaling with nearest-sampling is nasty stuff.
using linear sampling will result in bleeding through to other chars in the charset. the only way around this is to nudge the texture coords in by half a texel to avoid it sampling outside. this is made more awkward if using mipmapping (another reason to not rescale).
GL_CLAMP_TO_EDGE is not an option with atlased images (ie: conchars).
I've no idea what the ofs stuff is about. it could be to counter other offsets elsewhere.