changed IOR texmap handling.. meaning what? Again black to white is mapping 1 to 100 ?
Nope, same thing that MR and Vray do now. Basically, if you take output map with output amount of 1.6, you will get IOR 1.6 when plugged into fresnel IOR slot. If you plug just regular bitmap there, then as long as bitmap output stays at 1, material will have no reflection, because fresnel IOR will be in range from 0 to 1. Vray and MR can do some sort of inverse fresnel (values under 1) so, plugging map there will give you some weird sort of reflection, but nothing usable.
General workflow is this: If you have say checker texture, where black squares should mean IOR 1.5, and white squares IOR 5.2, then you connect your checker texture as a mix amount of mix texture, and in white slot of the mix texture goes output map with 1.5 output amount, and in the black slot of mix texture goes output map with 5.2 output amount :)
And again, it is consistent with other renderers, so when it comes to something like say.... material converter (*wink*) then there is no need for any conversion at all, except rerouting map from original material's IOR slot to Corona's Fresnel IOR or IOR slot :)