This is sort of a bug and sort of a consequence of questionable design in how the mod files work. Let's start with an example of the tech blurb format, from Mesoamerica:
#SCIENCEADVICETECH0 Ah yes, {Craftsmanship.} We could make obsidian-tipped spears and other finely-wrought goods for our people.
#SCIENCEADVICETECH1 With {Masonry} we can build a palace.
#SCIENCEADVICETECH2 If we had an {Alphabet} we could learn to write, record our history and stories, and that would be good.
So, it's not real smart, it just refers to them in integer order, so if something gets re-ordered or deleted, everything else gets thrown off. The only way to fix it is to change the numbers in script.txt, a tedious and potentially erroneous task. This is why so many scenarios have mismatched tech blurbs, and even the standard game in Civ III Conquests itself.
To fix this, the script file update will have to be automated. In addition, to really fix this, it will have to be possible to insert new blurbs or remove existing ones to fix already-out-of-sync scenarios.
This would move the editor into new territory, managing text files as well as BIQs. But that is perhaps an area where it can deliver value.