Server reads in serialized NBT data for client determined ItemStacks.
Several exploits for minecraft rely on the ability to set NBT data for items when in creative mode. This is made possible through the the Creative action packet (Client -> Server) - in MCP this is known as
net.minecraft.network.play.client.CPacketCreativeInventoryAction
and in CraftBukkit
net.minecraft.server.PacketPlayInSetCreativeSlot
The problematic point is in the packet serializer. In MCP this is known as
net.minecraft.network.PacketBuffer#readItemStack():381
and in CraftBukkit
net.minecraft.server.PacketDataSerializer#__variable_char__()->ItemStack
The part where it reads the NBT tag is only necessary on the client, and can thus be omitted on the server. Leaving it on the server opens up the ability for players to place holograms, create items that can crash other players, and potentially many other unknown exploits.