This resource details how the hate system was discovered to function on retail in november 2007 and is the model that nasomi's hate system is built on.
Note: the CE values of dispel/sleep/sleepII on nasomi reflect their pre-nerf values of 320/320/480 rather than ones changed on the table in 2010.
Nasomi's hate system varies in three ways that I know of:
1) Hate is cleared differently in some circumstances. These involve things like the player dying/becoming otherwise untargetable.
2) There is no such thing as a passive hate list on Nasomi. That is to say, aggroing a mob will not give you a grace period on enmity before you act on the mob or heal.
3) Generating over 10k enmity with a single action can cause hate to reset rather than cap.
If someone can demonstrably show through testing that hate values or decay mechanics vary from the livejournal post in ways other than the ones listed above, I will reward them with 5M of Nasomi gil. Post results in this thread. This offer expires at 11:59pm Monday November 4th. If two people highlight the same inconsistency, only the first to report it will be paid. If more than 5 valid inconsistencies are shown, the offer will expire at that time and the 6th will not be paid.
No one could show anything wrong. I would submit that people's memories of retail's enmity system are far more inaccurate than the enmity system itself.