Simple bug to reproduce. Research at least one level of quality modules, and then add a new mod that adds new recipes. These new recipes SHOULD have their higher quality counter parts unlocked, but they remain locked unless you enter editor.
A simple, inefficient, mockup code to fix this is as simple as pasting this in the control file, it worked for me
-- If adding a mod after JQ was installed
script.on_configuration_changed(function()
for _, force in pairs(game.forces) do
force.reset_technology_effects()
end
end)