As to providing a mod/save that illustrates the bug problem "100% repeatable", I don't think thats possible as the amount and type of data skipped by an F9 reload seems to vary. One session one type of thing will show up, the next session another type.
If you want to take the time to play with it a bit, however, grab a copy of the beta for Path of the Gunslinger that is currently up on the Nexus and get the COC codes with the GECK then COC yourself to the Triton Facility and the caverns next to it.
I can't give you the CoC codes right now as our website is in transition and I had ALL my misc info stored over there while I reformated my computer...and the database is currently still offline for the website
If you look in the GECK, the caverns should be easy to find. I'll try to post later with the COC codes once I get the GECK running again (have to reinstall it as well...keep forgetting heh).
What you are, ideally looking for in the caverns is a ghost that appears as you come down the first sloped tunnel inside. The path to the left leads to a room with three coffins, which he should lead you to, the path to the right leads to an open area with glowing mutants.
The save issue in this instance shows up most often as the ghost disappearing, or not walking his paths, the mutants vanishing (at least some of them), and the traps in the vicinity mysteriously becoming sprung or vanishing altogether.
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EDIT: I wonder if it would be possible to make a script that modders could invoke on session startup that remaps the F9 key to open the LOAD menu directly when pressed, instead of doing its normal 'quickload' ?