Thanks for your report.
First of all, which mod versions are you using?
A player has reported some mod conflict in previous version 0.17.3. I have rewritten the code in 0.17.4, so problem should not be coming from that.
I failed to reproduce your result. I tried playing around with research queue and weapon damage upgrade techs but still did not get what you mentioned. It would be helpful if you can describe in more exact steps (e.g., tech name and exact tech levels) on how to reproduce that.
According to what you mentioned, is the problem only coming when multiple levels of the same tech are queued?
On the tech upgrades, my mods do not have complex scripting on them. I simply add the tech prototypes, which are treated the same as vanilla tech prototypes.
And "migration script" on recalculating tech effects (including unlocking recipes and damage bonus) ONLY applies when mods are added/removed or mod version changes, but NOT triggered when finishing some levels of research.
Therefore, if the problem involves research queuing, the cause is probably not my mods; but likely from vanilla game or some mods using their own tech calculations.
Yet still, more information would be needed to determine the cause.