note this was in a settler game. there wasn't anything i could get from them, other than what they could research but were sooooooooo slow to do, so i cropped out will/won't trade, it was always properly empty. this is why i was gifting techs in the first place. it always resolved itself the next turn, and it happened every time i did any trade after a certain point in the game when i got way ahead of them.
i don't have a coding type brain so i didn't even look at it, i went by my understanding of the explanations of it.
700 BC, before the trade:
i then gave them everything on their wants list, which would allow drama, civil service and philosophy on the next turn.
700 BC bogus report after the trade, same turn:
my understanding is that CS and philo not showing up is correct behavior, since they'd be "wants" and not "can research" because i have them. they have to wait a turn for me to give it to them so they don't show up. those are what i called new techs above. drama showing up as "can research" is proper since i don't have it myself.
nationalism and paper are bogus. they're the newer-new techs. i do not know nationalism and paper myself.
screen next turn, it's totally right:
to save you looking up techs in case what's optional/what's not is important info here's what you need for these specific techs (this was all in vanilla):
CS = math + (CoL or feudalism)
feudalism = monarchy + writing (all of us can research monarchy, nobody has it yet)
philo = meditation + (drama or CoL)
drama = alphabet
nationalism = CS + philo
paper = CS or theology (all of us can research theo, nobody has it yet)