You may get parameter block collisions when opening a scene on top of another one. The workaround is to make sure to close Max fully.
We're looking at ways to mitigate this some, but we have to generate dynamic parameter block IDs, and there's no way to keep them unique between two scenes, as the plugin cannot know what is in a scene not loaded in Max. This ID number is only a 16-bit value, which doesn't give much room to work with, so even if we try to randomly distribute the IDs we can still easily hit collisions.
We require dynamic data blocks because different graphs and sbsars have completely different sets of inputs.