Unfortunately the current workaround breaks the immersion.
"Can you describe what is happening exactly?"
Yes. During the game's loading screen, all enemy spawners assign an autoplace algorithm on how they spawns. The autoplace algorithm is not changeable once the game is loaded afaik. It's fine with default biter and enemy which based off base game's evolution factor.
This mod handles the evolution differently. Enemy levels up based in another internal number. When a spawner spawns during map charting, autoplace algorimth will place any available spawners. This includes higher level one.
An event listener changes those high level spawners into the one with appropiate level. The event listener push a change request to a queue that runs every half second. This is designed to preserve performance.
This method introduces this side-effect. There is a chance that high level spawner spawns a high level unit, and the unit walk off to another map chunk which isn't in the queue. This ends up with a race condition that high level unit can escape the level balancer.
There is another way that this issue happens. When a spawner spawned at the edge of a map chunk, its units may spawned into another map chunk.
The units also escape the level balancer.
There were previous attempts to fix this issue. But they introduced unbearable lag spikes when the base become larger.
This workaround stays until I find a performant way to fix it.