Project craches on play (4.17 preview)

It seams I’ve managed to fix everything.
To clear that out - at some point my project was even crashing on project startup.
To specify which one - I looked at call stack - then deleted most suspected one, then tried to remove any leftoever references and after that to bring him back. I had to make such corrections for multiple blueprints.
The main problem probably was referencing multiple various blueprint across other.
To specify:
I had one AIControler Class in which I was referencing a custom BPComponent, which was used in two main BPs, one derived from Pawn, and other from Character (It was a Brain-like logic component). Also I was also referencing Actor BP used in levels to manage logic between controllers and Pawns.
And apparently it was wrong approach.
It seams due the some reasons (I guess due order of compiling blueprints: components, and controllers before actors) it can’t be done in such way that Controller or Component references other blueprints as a variable.
So I had to move almost all my logic from controller to component, remove all references to other blueprints (mostly variables, but sometimes casting also were causing problems) and replace it with interface calls.
It took me several days to rewire everything, many of my mechanics was destroyed but at least no crashes.
Right now I brought back almost all my mechanics, and project is packaging successfully.
Along a way I’ve discovered that also using references in AI related blueprints also crashes engine (especially if you make one parent and subclasses).
Also using data tables were causing problems - I was referencing them in controllers - and it seams it is also a bad idea.
So in short - Interfaces instead of referencing other blueprints (if you need some variables - store the as actors, pawns or controllers).

Unfortunately it only helped with 4.16 build.
Dump and Logs for 4.17 preview 2:
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