Reproduced.
I can confirm that I'm able to reproduce the behavior.
Severity
The impact of this bug seems pretty mild. It allows paused Maintenance Depots to act as a storage for (already produced) Maintenance (contributing to the total buffer), but that's about it. A player still needs a sufficient number of active Maintenance Depots on average over time.
Creating many paused Maintenance Depots would allow a player to have a much longer time to respond to maintenance pressure, however, since the amount of maintenance and time represented by the "0% - 100%" maintenance buffer will be greatly extended.
Idea: It would be beneficial if COI estimated the amount of time that the current Maintenance supply will last, similar to food. This would be arguably more useful than the 0-100%.
Observations
The Maintenance Depot appears to act as a storage for Maintenance I, and all buildings appear linked together into a single global storage for Maintenance.
- Even paused Maintenance Depots are still part of the global Maintenance storage network.
- Maintenance can be drawn from paused Maintenance Depots, and also stored back into them.
- Building new paused Maintenance Depots provides an advantage in that it increases the player's available "buffer" of maintenance.
Evidence
Within a paused Maintenance Depot, we can observe that its store of Maintenance decreases over time (as its supply is consumed).
| Depot at Time 1 |
Depot at Time 2 |
 |
 |
Similarly, we can observe that constructing a new Maintenance Depot, even in the paused state, alters the total available storage of Maintenance (once it finishes construction).