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If a pawn had Missing Kidney, then had any other gene added through any method (dev mode, the EBSG gene randomizer, any gene injector methods other mods use, etc), then the hediff that removes a kidney would be added a second time, thus removing the second kidney.
My method solves that by requiring it be the gene itself that's added, so you'd have to gain the missing kidney gene twice to lose both kidneys that way. It's restrictive in its own ways since it uses gene classes, but I can fix those restrictions more easily.
Makes more sense now (:
And, what issues are those that you avoid?