I'm not familiar with those mods source code and in what context the python random numbers are used in those mods.
If you want a good explanation of out of sync issues you can look at this
http://forums.civfanatics.com/showthread.php?t=188460
My mod runs on top of kmod with various other modpacks integrated into the sdk, in addition to numerous changes I have made. The kmod makes changes to the sdk which have eliminated all out of sync errors as far as I can tell. The kmod source code is available on github if you want to look at the changes that have been made to improve out of sync issues.
I have used sorenrand extensively with no out of sync errors.
With regards to python if you use CyMessageControl( ).sendModNetMessage(int, int,int,int,int) for all events that occur on the local machine but should be in global scope then you can eliminate out of sync errors.
In summary the natural wonders mod was creating events on one players machine, but the other player's machine would have no idea that this event occurred, a result of calling gc.getPlayer when the wonder building was placed inside a new city built near a natural wonder. To force the other players machine to know that the event had occurred a net message needs to be sent. The soren random number used to place the wonders was not causing any out of sync issues as this was running in global scope not local scope, and thus all players machines are aware of where the wonders are. However building a city which called gc.getPlayer was running in local scope thus causing out of sync issues ( basically the wonder building that gets placed in the city on founding was the issue).
I have run many hours of my mod, incorporating the natural wonders mod since the changes I suggested above were made and it has run fine without any out of sync problems. All the code for the natural wonders mod works well, wonders are placed in cities and benefits accrue as the mod intends and the out of sync issue has been totally eliminated.