Weird bug with mod activation

Hi,
I recently reinstalled FAF after a long pause and experience a weird bug with mod activation now.

I have a custom UI mod called "MyKeyMap" that I want to use and that works fine in the vanilla game.
However, no matter what active mods I select in the mod manager, the mod does not get loaded.
The selection of active mods when creating the game also does not correspond to the selected mods when the game is created.

To find the cause, I removed all the mods except the UI mod that I want to use from my game directory:
1.png

I then create a game with the mod selected:
2.png

However, when I create the game and inspect the mod manager, I see a second mod called "Economy Tools FA" installed automatically and activated:
3.png 4.png

Even if I deselect this mod and activate "MyKeyMap", the right mod does not get loaded.
Here is the corresponding section of the game log:

...
INFO: Active mods in session: 	
INFO:  - 1: table: 18E4A8E8
INFO:  -    after: table: 18E4AA50
INFO:  -    author: AdmiralZeech
INFO:  -    before: table: 18E4AA28
INFO:  -    conflicts: table: 18E4AA00
INFO:  -    copyright: 
INFO:  -    description: Semicolon (;) key displays EcoInfo panel. [Shift + ;] activates energy saver Autopause on selected units. [Ctrl+Shift+;] Toggles AutoMassfabs.
INFO:  -    enabled: true
INFO:  -    exclusive: false
INFO:  -    hookdir: /hook
INFO:  -    icon: /mods/EconomyPanel/mod_icon.png
INFO:  -    location: /mods/economypanel
INFO:  -    name: Economy Tools FA
INFO:  -    requires: table: 18E4A9B0
INFO:  -    requiresNames: table: 18E4A9D8
INFO:  -    selectable: true
INFO:  -    shadowdir: /shadow
INFO:  -    ui_only: true
INFO:  -    uid: 2B033CD1-AD77-4A90-A319-11080A399535
INFO:  -    url: http://forums.gaspowered.com/viewtopic.php?p=320236
INFO:  -    version: 2
...
INFO: ModsManager activated: UI mod - Economy Tools FA ---- (v2.0) - /mods/economypanel
INFO: Minimized true
INFO: Minimized false
INFO: ModsManager deselected: UI mod - Economy Tools FA ---- (v2.0) - /mods/economypanel
INFO: ModsManager selected: UI mod - MyKeyMap ---- (v1.0) - /mods/mykeymap
INFO: mods.sim.active { }
INFO: mods.ui.active {
INFO: mods.ui.active    863D8872-94EC-11DC-9BA5-390B56D89593 = true
INFO: mods.ui.active }
INFO:  { }
INFO:  {
INFO:     863D8872-94EC-11DC-9BA5-390B56D89593 = true
INFO:  }
INFO: MOD LIST SET TO:
INFO:         MyKeyMap        (863D8872-94EC-11DC-9BA5-390B56D89593)
INFO:  { }
INFO:  {
INFO:     863D8872-94EC-11DC-9BA5-390B56D89593 = true
INFO:  }
INFO:  { }
INFO:  {
INFO:     863D8872-94EC-11DC-9BA5-390B56D89593 = true
INFO:  }
...

This only happens when I start the game with FAF. In vanilla FA, this magic mod installation and activation bug does not happen and the right mod gets loaded properly.

Does someone have an idea where this automatically installed mod comes from and how to fix this mod activation issue?

The client uses the mod uid to auto update mods. It could be the case although low probability that you have a mod uid collision with your custom mod. What is the UID in the mod info file for your custom mod?