I don't think this is the place for a discussion on how the Savegame Editor v3.x, SASE v1.00 or other editing tools can be used safely on PS2 saves. That should be a productive conversation though as there are some outstanding features available to PS2 players that can copy saves between their computers and memory cards. However, for the purpose of avoiding glitches; the Savegame Editor was not designed or tested for PS2 saves. Paul included some basic detection strategies because the documentation was easily available but he didn't seem to have much interest in PS2 compatibility - without a way for him to test anything it was all theoretical anyway. The Savegame Editor is out of date. It doesn't include the new discoveries learned from examining VC, III, mobile, and PS2 save structures more closely. Also, I think the Taxi fix is broken on the Savegame Editor (isn't needed on PS2). This is due to an error in my documentation; something Samutz isolated while testing the new upgrades to SnP.
Things like moving Madd Dogg's disk, the basketball fix, gym fix, traffic fix, two-timing and HC toggles, etc., are dangerous to use on anything other than PC saves because they edit global variables that are usually different on PS2v1 and PC, and always different on PS2v2. When you make a change that doesn't seem to work that means something else just got tweaked. Without cross referencing the variables between scripts you can't tell if those changes are important or not. SnP has a full reference table for all SA global variables.
Earlier versions of the Savegame Editor's traffic fix didn't include the modification to the fast food and phone call timers that are recorded as global variables. That was something Krawk discovered when he applied the traffic fix right after eating.