With the second statement did you mean the client having a different version of a mod than the host? In my case here I, as the host, had the mods installed (both enabled in the main menu and for the campaign itself) and the clients didn't have any of them at all.
I mean the case when both host and client have Mod A installed from workshop but then for example Mod A will be updated by author and host will succeed in getting update but not the client. In that case things may cause de-sync issue during playthrough together.