Ohhhh now i get it. Well then what is happening is 'normal.'
In the first table,with the way the data is stored, it is impossible to determine how many frames each OW has. To deal with this both NSE and OW RE have "hard coded" the number of frames for each OW. That means that for OW RE, OW 0 will always have 20 frames, OW 1 -> 9, OW 2 -> 11 etc. You can actually check this out yourself, import a table and add an OW with only one frame. If you edit the table with OW RE, it will tell you that it has 20 frames.
Here's a simple diagram of how the OWs are actually stored
Every Pointer in the OW Pointers Table points to a pointer in the Data Pointers Table etc. But to be precise things aren't exactly like that in the first table. In the first table things look something like this:
[IMG]
(there are also frames pointers to frames data like the first diagram, I was just lazy and didn't draw them :P)
The important thing here is that Pointer 0 might not necessarily point to Data Pointer 0.
Here's why that matters. NSE, A-Map (and OWM) start loading the OWs from the Pointers table whereas OW RE loads them from the Data Pointers Table. This is why the order OWs are displayed in OW RE is different from A-Map and NSE.
To sum up. When your rom is loaded OWM doesn't just repoint the actual data, it recreates all of the OWs. But after that process the Data Pointers are 1-1 aligned with the OW Pointers. Thats why in OW RE their order changes. And not only that, but because the number of frames for each OW is predetermined the result is that OW RE doesn't show correctly the number of OWs like the female protagonist.
Hope it clarifies things :)