Notes/Comments by Reference Number:
My Notes: I use Civ 2 MGE, 5.4.0f, 24mar99 (the Patch 3), and comments apply to Single Player games only (if any differences with MP, I have not tried). Some comments refer to possible options in scenario usage and/or game editing (e.g., Barbarian comments).
The comments follow the order of the website:
1.2: The "contact bribe" (at least in MGE SP) can change a unit to the enemy civ.
1.4: Other functions, like sabotage, are also allowed.
1.8: Change wording from "are ways how to get dip/spy with veteran status." to "can gain a non-vet's veteran status"
1.9: Delete "neither".
1.10: Insert closing parenthesis at end of 1st sentence.
2.11 Change "is" to "may be" (doing these dirties will not always result in an incident).
2.31 Insert closing parenthesis at end of sentence.
2.32 Change "arbitrarily " to "an arbitrary".
2.33 Add "or reputation" to "and it doesn't affect attitude."
3.4 Change "... plus all units one square out of the city ..." to plus all units (belonging to the civ owning the city) one square outside of the bribed city ...".
3.9 Two years ago, I tested the partisan issue just for my own info, and found out the increments of partisans followed the aquaduct/sewer cutoff as I recall. e.g., when city hit size 8, more partisans were formed, and size 12, even more. I believe size 5 was the cutoff for no partisans forming at all. I'd have to retest again sometime to verify the numbers and relative civ stuff, as I didn't keep the info... so don't quote the numbers as fact

. It takes both Communism and Gunpowder (or Comm + Partisan Warfare) to produce partisans. GP, PW, and Consc can increase the number of Partisans produced.
PS, I cannot get the Apolyton pages to load to check those links... All Apolyton pages always timeout before loading, so Poly=Useless for me personally.
3.1 Move this section up to top (it is 3.1), or rename it to 3.10.
3.1: The modifiers are multiplicitive (meaning multilply together); change " ...(these modifiers are cumulative)... " to "(these modifiers are multiplicitave, e.g., multiply them together to obtain the final result)"
3.20: Barbs can, by editing, be allowed to gain gold and have any form of government. In normal random maps, though, this section is OK.
3.21. Not true. Bribed barb cities can have disorder after they are bribed.
3.22 True, as you can't have a CF, Peace, or Alliance with Barbs.
3.23. Totally untrue. Barbs can have any form of Gov't, but the human must set a flag manually. In regualar SP games, however, barbs by default will not be in Communism. Scenarios and manual editing are how barbs can be in Democracy (ugh!), Comm, Fundy, have gold, science, etc.
4.4 To avoid confusion between the Engish "non" with the "NONE" unit, I personally always refer to nons as "NONEs"... it can be very confusing to newer players as 4.4 is written. So change "non-unit" to "NONE unit" is my suggestion.
4.20 might want to add "(there is usually no barbarian gold (G=0), no barbarian capital, and no barb Democracy)
4.4 (notes) change "2nd row applies to formula 4.1 (10 shield-unit, 0 gold)" to "2nd row applies to formula 4.1 (10 shield-unit, 0 gold, not Set/Eng)"
5.1 (Table-Incite) Change "5/6 (2/3 if veteran) of price" to "5/6 (2/3 if veteran) of a Diplomat's price"
5.1 (Table-Nuke) Change "may be lost" to "Will never be lost"
Add "Non-vets will not achieve Veteran status if successful"
7.1 (after "Secondly"): Seems confusing in format; it took a several times of reading it to understand just what was meant

. Maybe just a plain sentence like this:
Secondarily, her attempt may be foiled by an enemy dip/spy positioned in the city for the "steal technology/any will do" mission only (see 11.2); she completes her assignment for all other missions.
7.3 Add a comment about planting Nukes, mabye as a 7.5. When planting a Nuke, if the mission is successful, the spy will return to your nearest city; non-vets will not be upgraded to veterans; a successful nuking spy will always survive the bomb blast.
8.11. Veterans have 50% better odds of surviving a unit sabotage. The non-vet odds are 50-50, according to my experience (but I have not run a large series of tests under various conditions to fully test the odds).
11.1 The "Stolen Tech" flag may indeed change over time, as Xin Yu and Lucky have suggested. I have not tested or paid attention to this before, so I'm not sure. But the "Stolen Tech" flag will be reset if a city changes hands

.
11.2 Maybe add wording: "The anti-espionage effect of more than one Dip/Spy in is multiplicative (multiplied) for each unit present in the city
11.5: I have not specifically tested the "sleep" vs. "fortified" anti-espionage effectiveness; I rarely see an AI spy get thru to a city. From a small sample size, I had not noticed a difference. I normally Sleep my spies (except in coastal transport cities) so they will wake up and alert me to any AI units moving nearby in a huge empire.
12.2 Definitely can't sabotoage an SDI in MGE, even at size 1 (from My_Wife_Hates_Civ). Besides tests, here is the message if you specify the SDI:
12.4 In this case, if you try to get the SDI, you'll never get the menu.... the production is always sabotaged if the SDI is the only improvement in city.
14.1: I've not run enough tests to verify exact Nuking odds, but I personally plan on 2 Vet or 4 non-vets to get a city nuked.... on average.
21.4 Expel to Capitol (Palace) city, not home city (your nearest city if no capitol).
21.5 Take AI Capital first (and assuming it does not move), many remaining city bribes are much cheaper (if AI not in Democracy) due to 4.12.
Well, that's about it

You have a very comprehensive reference page, SlowThinker! Nice job to you and anyone who helped!