In the trigger editor menu bar, navigate to JASSHelper > Enable JASSHelper, Enable vJASS and turn them both on. These settings are off by default now in all maps/editors for some godforsaken reason.
The order you import matters (unless you import all object data via .w3o at once but I think that overwrites your own custom data). If an ability uses a buff, when you paste the ability into a new map it will try to put that correct buff in the same data field. If the buff exists already you’re fine, but if it doesn’t then it will either be blank, populated by the default buff, or populated with another buff of the same rawcode as the original.
The WE does not check to update this field when you DO paste the buff because it doesn’t work retroactively like that. This applies to things like abilities lists for units, upgrades used/techtree requirements, units spawned by abilities, etc.. Think about the order when you are pasting over object data.
GUI Triggers must come after object data, since any references to specific objects need them to exist to work. For JASS/Lua triggers this is less important because you’ll likely have to update the rawcodes used manually anyway.