Thought I'd just add to this a bit.
1. The stereotypical idea of a temple is of a monastic order that supplies most of the goods that the brethren would require (including their own smithies). This of course changes with the urbanisation of larger areas of the countryside, and the specialisation of trades providing a small range of items e.g. furriers, cordwainers, armourers, bowyers etc. Thus, the town takes over most of the work formerly conducted at the "temples". The idea between the two has become confused in BG, and is a microcosm of the very nature of the pseudo-medieval notion of the society in most fantasy games. That, or they couldn't be bothered to code it in.
2. It would depend on where you came from. If you were happy, if you were a follower of a good aligned diety, then you might not be too pleased to see your old mates again. However, if it was for the greater good...who knows. If you were escaping something particularly unpleasant, I'm sure you'd put up with any disorientation or discomfort you might experience.
3. All-in, the game fits on six CDs. If we had everything we could think of included in the game, it would probably hit the shelves next year. It's unfortunate (but true) that coding takes an age, and can be a real pain in the a**. Mages shouldn't really need a spell to detect enchantment either, but they do. There's a lot of things that (I believe) need fixing, albeit the game mechanics or the PC game itself. I'm sure we could all think of some things, but we still love what we have nonetheless.
Oh, elves do have an age band in AD&D the same as the rest of the folks. The maximum age for an elf is around 2000 (in the venerable category) for the Greyhawk Grey Elf. It is from this work that the notion of Halfling "subspecies" comes from too, a tradition carried over into 3rd Ed. D&D. (See Pg.13 AD&D DMG 1st Ed. Rev.)