Out of interest what is the "not wrong" way to switch mods.
I'm not totally sure to tell the truth. I have documented a couple of ways to switch mods without screwing everything up, but with search broken I can't find those and I don't remember the full set of instructions off-hand (since I've changed it for the new code and can't remember the exact method for the old code). The proceedure isn't all that strange but knowing the code does greatly help avoid problems. The main thing is just to make sure that your ships.tbl and weapons.tbl is always correct for your active campaign, to keep your mods separated properly so that switching a mod that needs different tbls can not be an active campaign for a different mod, and to always switch active campaigns before going into the techroom, readyroom or barracks. The current code is not 100% bug free though so I'm not sure that it's possible to get the problem count down to absolute 0. More like a 1-3% change of a problem occurring with the current code.
The new code actually keeps track of the last 5 campaigns played and will use a 5-point-test to verify they are safe to use. The 5-point-test basically just randomly picks 5 different ships and 5 different weapons from the tables and before being able to switch to that campaign it has to verify that each of those is available before allowing the campaign to go active. It will also keep track of every ship and weapon type ever used by the pilot so that even if it somehow gets past all of the safety checks and somehow lets a bad set of ships/weapons tables get used, it won't lose any information.