Pressing Q on shortwave I/O part to "pipette" it allows to put lone Shortwave I/O objects anywhere player chooses. This should probably be not allowed.
EDIT: This only happens with cheat mode (/cheat all) enabled, which allows to sample Shortwave I/O with Q and obtain a full item stack of Shortwave I/O items.
This (and showing 2 items in blueprints for each radio) could be probably solved by making the main item of the radio the decider combinator (instead of constant combinator to store the channel). That way circuit connections would be still preserved in blueprints.
Then the channel could be stored entirely as condition in the decider combinator. The advantage of this approach is that only one entity would be needed for the whole radio.
Alternatively, the channel could be only mirrored in the decider combinator and upon building the main radio decider combinator entity using a blueprint, the constant combinator settings could be restored using a script using the value previously stored in the decider combinator. This would be more complex to implement, but would retain the current behavior, while also using only one item in blueprints and getting rid of this cheat mode bug.