Regarding resistances and immunities, remember it only comes into affect when there are 3 or more:
"Giving a monster resistances and immunities to three or more damage types (especially bludgeoning, piercing, and slashing damage) is like giving it extra hit points."
and only if your group doesn't have countermeasures:
" If a monster has resistance or immunity to several damage types—especially bludgeoning, piercing, and slashing damage from nonmagical weapons—and not all the characters in the party possess the means to counteract that resistance or immunity, you need to take these defenses into account when comparing your monster’s hit points to its expected challenge rating"
So they should only be applied when they are relevant to your group.
Yes, some feel off with nimble escape being the big one. I also wonder if having 5-6 saves is really worth +4 to AC, but that seems more accurate than nimble escape. Most of the rest of the modifiers are too small for me to really worry about if they are slightly off. I do wonder sometimes, but have not done any type of analysis to see if their values are justified.