Thanks all for reporting your own experiences with this strange issue.
But... to me, the essential stands on the fact that when i create anything (so far, i've released at least 8 spanning from complex HUD assets, gameplay gimmicks & tools!) from ModBuddy i rely on two very simple principles.
1) I only keep
ONE copy of my on-going projects and their auto-located/compiled valid (for ingame use) version that goes into the XC2-game folder (referenced earlier) instead of any locally maintained Steam-Workshop destinations. Thus while i don't HAVE to subscribe to it.. it still can happen that verifying if some changes
do stick is just impossible. Simply don't want to double-up tasks -- so to speak. I understand some "hidden" version could help verifying if load-order (highly variable by nature) is actually effective or working as intended & necessary.
2) Once released.. these Mods are then "pre-supposed" to work on any of subscribers' setup. Barring for the fact that there's no way to tell if people got my custom stuff **AFTER** installing or more importantly, getting a new update of LW2 ... a fairly stable solution is to quickly release new updates myself as soon as LW2 uploads their own version. As a result, the official status of both can only be in the correct Load-Order since the Steam Time-scaling parser is in fact reliable enough. It just doesn't require any external intervention unless the Load-Order collapses somehow. AML might seem like a good idea to gain some form of controls over extensive Mod lists (like grouping, tracking, switching Load-Order indirectly, etc) but why introduce further risks when the authentic Firaxis systems are & have been reliably effective ever since XCom2 release?
IF only some Firaxis devs (or Pavonis staff) would just chime in with the official truths about this L/O weirdness.. then i could start hoping to devise or find a proper solution to this absurb nightmare of compatibility hurdles.
![Confused :?](./images/smilies/icon_e_confused.gif)