I'm willing to consolidate all the info that is known so far into a troubleshooting post/an article on the Creation Kit wiki, if it will help Bethesda track down the issue.
I'm experiencing this bug first hand in both my mods, and what you describe does not reflect what I'm seeing. For a consolidation, go back to my Summary post and B1gBadDaddy's Summary post. We've both provided summaries from what we've been seeing.
As I understand a "topic", they are a subset of the Dialog? So unless I misunderstand your meaning, that doesn't describe what I'm seeing. It's a bigger problem spanning many aspects of the quest - from the dialog (as you know), to the Scenes and including the Quest itself - such as the "Start Game Enabled" not getting applied correctly. I would say the problem is with the conditions/variable for the Quest object. The Quest object does not seem to be initialized properly and/or not saving its state correctly.
Examples:
Quest conditions not working the first time - requiring the save & reload
Quest conditions wrong - how to explain both dialog topics display for an either/or condition check?
"Say Once" state not being "remembered"
ESP disables vanilla dialog but the vanilla dialog still runs
And my newest discovery:
Dialog broken when running in seperate Quest works exactly as it should with the same condition check (including Say Once dialog) when running as part of a vanilla dialog.