Here's the explanation:
Images in the UV-editor always "belong to faces" in the mesh (rather than to the material in the material/texture buttons).
Plus, they belong to faces which were selected (in Edit-mode) during creation or load time of the image.
Let's assume this situation:
1. We have a mesh, consisting of a plane. Let's divide this plane into two faces, A and B.
2. In Edit mode, select only face A, and load an Image_A.png in the UV editor.
3. Deselect face A, select only face B of the plane, load an Image_B.png.
4. Now deselect face B, select face A again, and Image_A.png shows up again.
Surprised? Well, this time it's (truely) a feature of Blender and not a bug. This way you *can* have different images assigned to faces, although it may sound strange, but it has it's uses.
So, if you're working with a mesh and have already an image assigned (for example a lightmap), and now you extend the mesh, for example deleting some faces and inserting new ones, those new faces DO NOT have the "previous" image assigned.
Best way to handle this behaviour: When you've modified a mesh (or haven't selected each face during image load time), enter Edit mode, select all faces - or at least each one you want the image to be assigned to - and load the image again. (Reload is NOT enough, you have to really open the file.)
And this is essential for lightmap baking for example, otherwise the lightmap will not be calculated completely.
If you load an image without having any face selected (and not in Edit mode), the UV-editor can be used of course as a pure image editor (load, new, paint, etc.), but the image will be lost (inaccessible) as soon as you select a face if you haven't saved the image file.
Hope this helps.
