You might be correct on the first one, I haven't used the other simulator on the SoO Script Pack as much nor the built in one from TA. When was the built in one added? I might be testing this bug/feature in the near future in a regular world right after I'm done with some tests to try and get a level 7 base with a level 14 army and defense. I might be able to tell about my findings...
Are ties in PvP generally a thing in TA? Normally, the battle is pyrrhic when you get no loot from attacking a forgotten target, but never managed to get into the base to deal some damage. This would be when the timer expires and the loot you get is RP and the resources from destroyed defense units. In PvP, that option is disabled.
The tests that I did had them destroy walls and go through the base without attacking any base structures. No loot was expected. No RP, no loot in status report, but the TABS does show incorrect data. It is more useful in PvE... when I placed enough units so they can't get past the walls, the loot comes from the base storage as if I damaged something. The units never got into the base in the first place... how is a player rewarded loot for engaging in PvP, do individual structures count or does the CY have to be destroyed first?