Thanks for the bug report, the detailed diagnosis, the fix, and the generosity to refer to it as a "debugging puzzle"! The fix is in version 0.4.3. I am relieved to see that the bug was introduced only recently, in 0.4.0.
I'm curious how you modified your save file, once you had recovered the data?
Maze1 was the very first pattern I had written, years ago in Factorio 0.12 (back when you could not cut corners diagonally across water), and I do not remember the details of how it works. I remember the underlying motivation was to make a maze with no 2x2 regions of the same tile type (except at the origin and in a few rare cases) and to make all land masses infinitely large. It grows in layers out from the origin. When there are N consecutive land tiles in the outer-most layer, it needs to randomly choose a new set of N tiles such that no two in a row are both land; the Nth Fibonacci number is the number of ways that can be chosen, and base Fibonacci is a way of uniquely writing a number using 1s and 0s where no two 1s can be consecutive. I believe the union-find data structure was used to keep track of which sets of tiles are connected to each other so that no land mass is cut off on all sides.
(I insisted on all landmasses being infinitely large because this was before Factorio had landfill.)
I would be interested in seeing any other maze suggestions!