As promised i have included a complete list of all the issues which, with the help of the JSWMM community and Skoolkid, i have been able to successfully resolve

*caution, contains lots of spoilers!*

firstly lets refer to the age old problems that were originally resolved with the 'Official' SWP approved 'POKEs'

It's well documented by now that without these alterations the game cannot be completed at all unless some other cheating methods are used.

This is because...

1: The First Landing 
For those who still never figured it out there is a hidden object here which wouldn't be so bad if it was accessible. By modifying the code its location was found but it was in mid-air behind the staircase next to the cross and so not really possible to collect without losing a life, the official fix was to relocate it to The Hall where it was easier to collect..
However, it was still invisible as no graphic was ever defined for it so to make it at least feel more part of the game i have copied the graphic from 'Above the West Bedroom' .. i'm in 2 minds about this, there are better alternatives, the mid-air items in the West Wing Roof  for example which i may end up using, at one point i attempted to create my own item graphic here but it didn't look all that great

2 The Banyan Tree
This room was almost impossible to negotiate properly due to what was believed (and later confirmed) to be a misplaced earth cell blocking Willy's path upwards to 'A Bit of Tree' I have stuck with the original fix and turned it into a water cell whilst also adding an additional cell for aesthetic purposes (whether or not it's something that was intended in the first place remains to be seen)

3 The Conservatory Roof
I've spent a lot of time on this room as, in my opinion, it looked unfinished, the conveyor was just a plain white slab, far from the usual colourful arrangement of tiles that are present in all the other rooms. My original idea was to 'recycle' the unused conveyor that was found in The Chapel but in my opinion it doesn't look that great and i decided to make one of my own. I also thought about making it the same colour as the surrounding water tiles but looking at the other rooms that doesn't really happen anywhere else apart from the hidden ones like in the 'Ballroom West'. 
More importantly in this room is the little purple chap guarding the item on the far right. As there was no room between the item and the edge of the room it made the item impossible to collect. The official fix was to have him removed which i thought was rather unkind. My fix was fairly simple in the end, I've given him his job back and moved them all over a bit and also added a platform near the bottom to make that last one collectible without having to sacrifice a life.

4 The Attic bug
This is the one fix that, in my opinion needed no alteration to the room whatsoever as it was not really a fault with anything in the room, just an arrow causing havoc elsewhere so Ive stuck with the original fix where the arrow is allowed to make an appearance which was undoubtedly what was intended in the first place.

-- Other Rooms --

The Swimming pool
Upon entry to this room you would hear the signal that tells you that an item has been collected but it is never seen. No official fix was ever created for this as it didn't really affect the ability to complete the game. However, most would say that since Mr Smith went to the trouble of creating an item to be collected here then surely he must have intended for it to be seen. Skoolkid has once again found the answer by simply altering the colour of the rope

The Watch Tower
Of course it's common knowledge that in this room Willy can exit the top of the room which means he ends up in The Off Licence. In the 2015 Bugfix the conveyor platform was lowered to prevent this as clearly it was not intended for this to happen and I've just gone along with this fix.

Under the Roof
If Willy makes his way into this room from the right hand side of 'A Bit Of Tree' he would encounter the bug where if he loses his footing and falls back down out of the room he loses a life before be even leaves the room. Unlike other bugs this actually works in his favour as he is placed back on the ledge avoiding the infinite death sequence were he to be allowed to fall down into the room below, i won't bore you with the detail as to why this happens, SkoolKid explains it well enough and also provides the fix. 
Some might ask whether it was worth bothering to fix this issue as it can end up making the game harder, sadistic creature that i am i decided to apply the fix for this very reason. After all, it is most certainly a bug in my opinion whichever way you look at it.

Rescue Esmerelda
Here Willy was able to jump out of the top of the room but he would end up in Ballroom East, obviously this wasn't intended to happen.. In the 2015 Bugfix a ceiling was placed in the area preventing Willy making such an exit. I've chosen what i feel is a more discreet fix to simply lower the conveyor, in my humble opinion i think it looks more in keeping as it is now level with the right hand exit to On Top of the House. 


The Nightmare Room
In this room there is a weird looking flashing blob, when i first played the game i avoided it as it looked evil which of course meant i could never figure out how to get the item in there. In the end it turned out to be a conveyor and, thanks to Skoolkid and the 2015 buxfix edition we were able to see what it was supposed to have looked like. I've applied the same fix here so now the conveyor looks more respectable, I've also done a bit of repair work on the stairs in this room as well.

The Beach
Here Willy finds his lunch on the beach and seems to get second helpings, I hadn't noticed it before but when collecting the item here the 'items collected' count increases by 2, this seems to be because 2 items were placed on top of one another but as they are identical it went un-noticed. In the Nightmare Edition and 2015 Bugfix the second item was relocated to elsewhere in the room. However, i have decided to remove it altogether


---- Other fixes----

Talking of conveyors, Skoolkid's website shows us what the ones in West of Kitchen, Tool Shed, and Wine Cellar were supposed to look like and has supplied the necessary coding to correct the anomalies which i have applied

Looking at a couple of other oddities and anomalies throughout the game i found out (thanks to SkoolKid once again) how to correct the (probable) incorrect orientation of the Monk in The Chapel and the Saw in The Cuckoo's Nest. They now turn round at the end of their path.

nb
in JSW2 the Monk in The Chapel also never turns to face the other way, which might lead some to question as to whether it was intentional for Mr Smith to animate it in this way but I just decided to apply the fix anyway as we'll probably never know

There was also the known issue with the ropes in The Beach and The Roof, clearly it wasn't intended for Willy to be able to exit the top of the screen from the ropes in these rooms and although Smith put a block on these ropes preventing Willy from climbing up to the top of the rope it was still possible to jump out of the room when the rope has swung all the way to the left or right, he may well have known about the issue as he set the exit path to the same room making Willy re-appear at the bottom of the same room. These are the only rooms where he had done this

Courtesy of SkoolKid once again i have found and implemented a fix here, just a matter of stopping Willy from being to climb too far up the rope

On the subject of unintended room exits, i have decided to apply this 'fix' to the other areas throughout the game. It's unlikely that the player will notice in normal gameplay though, Ive applied this really for my own benefit and to assist with editing and room development. However, if you use the WRITETYPER cheat/Easter egg depending on how you see it then you will likely see this fix in effect. Basically, the upshot is that now there is only one way to reach The Off Licence :)

Other things i have tidied up are the minor grammatical and screen title positioning issues by making sure theyre all in the middle of the screen and putting most, not all of the room names in title case, the exceptions being 'I'm sure I've seen this before', 'Dr Jones will never believe this' and 'We Must Perform a Quirkafleeg', my thinking here is that these are comments rather than room names and the grammar was fully intentional.

A fix that i have been trying to correct for a long time had finally been found where the clock didn't change to 'pm' until 1 o'clock in the afternoon, it also stayed as 'pm' until 1 in the morning. I had a lot of help from the JSWMM community (they basically did it all for me!!) and i simply inserted the code into the memory somewhere

Related to the above fix there was an issue that, for those who played the game for long enough, if you were to wait until the clock struck midnight it was supposed to be game over, however it didn't happen until 1am and even then the game simply returned to the title screen. Some say this was another unfinished part of the game. In 'The Nightmare Edition' a game over sequence was introduced here. Inspired by this i added a game over sequence of my own.

Then there was the issue where if you enter a 'blue' room some of the guardians appear to have a 'glow' about them. This was corrected in 'The Nightmare Edition' i have implemented a similar fix here

The elephant in the room...
Some other less obvious issues include the scenario where Willy is able to walk through earth cells under certain circumstances, harmless enough some might say in Dr Jones Will Never Believe This (see what i did there). Willy can end up getting stuck in the elephant's head this room. A fix was developed and applied for this

now onto the exiting stuff.. (spoiler reminder)

Jet Set Willy was intended to comprise of 64 rooms but in the end we ended up with only 60.  Owing to problems during development Mr Smith's room data for 4 of these rooms became corrupted. It's not entirely clear as to where these rooms were supposed to have been but from recent interviews with the man himself and from looking at the game code one could have an educated guess as to where he intended to put them. I have put 4 rooms into this corrupted memory area so we once again have 64, one of them being 'The Bunker' to the room adjacent to 'Tree Root'. I have put the other 3 rooms into the Megatree complex. Make your way to the Tree Top to see them. Then head left past 'Out on a Limb'. Here i believe that Smith might have lost one of his rooms and without being able to recover or rewrite them in time simply changed the left exit to the 'Front Door'. I have added a room here 'Special Branch'. He also mentioned that the Megatree was supposed to be taller, with this in mind i added another room above so Willy now has a Treehouse. I have added a ledge to the Tree Top to allow access to a room on the right which i have called 'One Flew Over The Cuckoo's Nest' (being as it's directly above that room).

With these rooms are more items to be collected, i have a sneaking suspicion that 

I'll leave it up to you, the player to make of these rooms what you will. I have playtested the game thoroughly and all of 100 the items in the newly created rooms can be collected but feel free to make comments, go to jswmm.co.uk and voice your opinion

And finally, i cleared up some other minor and perhaps comparatively trivial issues.

If you have Interface 1 connected to your machine (or it's enabled in your emulator) the game will now resume from paused

In the key code entry screen will no longer ask you for D>

and the game tune will start from the very beginning when the game is started (it used to skip the first note)

What next??

Well there is still one little niggle (or maybe 2) that i am looking to tackle

I am going to attempt to make the clock more of a challenge by speeding up the time. I wouldn't mind betting that there are very few people who have actually played this game right up until the clock struck midnight (ok 1am), you'd have to play for over 8 hours. My speccy used to overheat after 3 hours anyway...

Secondly i want to add a little something to the game completion sequence after Willy has finished his porcelain inspection.. just an enhancement, not taking anything away

****

Credits and Kudos to all those who helped...

I have very little knowledge of machine language and its only thanks to a whole bunch of people and loads of websites including Dr Andrew Broads Sinclair ZX Spectrum Download page for introducing me to John Elliotts fantastic JSWed 2 editor. Also to SkoolKids websites that provided me with all the list of bugs, the complete disassembly and code layout.

And huge thanks to the JSWMM community, in particular IRF and Spider who provided me with all the help I needed to make this possible

Enjoy! :)