I was pondering on this (cultivating gray hair in radical amounts) and remembered the FSDS days. We would have to copy/delete/paste parts to make them new again (top of the stack of parts order in creation). This brought back their visibility if they started to disappear. I think Plexi was doing this. (Its been quite a while). All of that was with FSDS though, but I wondered about the draw order in Max, if it had one, and searched the files, data on the scene, etc, and found no particular similarity that FSDS had. It generally goes by names. My switches are all called basic names per objects, like Sphere014, Sphere121, etc. (Thinking on this, I should change the name of the objects in question and see if that 'does anything' ).
The buttons in this case are all on the Audio Panel. The others that I repaired, which then caused the new ones to faulter, the Audio Panel switches) those were all the AP buttons. So they are happening in sets, stacked by each other, not spurattic choices, but groupings. Except for one, a flip switch on/off spring-back switch for the annunciator which also was working nicely and is now frozen in Frame zero.
I tell you... I don't know if I can handle much more of this. I have lived through the FS2004 Unlimited. I have gone through the limits of FSX via 3DS Max. I have just gone through the V2.1 code issue. I want to build planes, not face obstacles. I am tired.... I bend Polygons, not diagnose platforms.