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About #2, I think that part of the problem here is the buffers. They might be good to manage industries, but what we need is high-volume dissuasion. Dumping a lot of cargo in a short time should give only a little profit. Instead, we can earn millions in a great ponzi scheme.
The classic games in this genre had the third dimension "time" in their profit model. Infinite demand is fine, if there is demand structure that will only allow a few loads to be delivered before demand craters to minimum throw-it-away prices.
The game is too industrial. Anything is possible, but I think it's unlikely that the team has time to re-balance a lot of the game to focus it on railroading.
Here's an idea, the City Hall should have a budget per month it may expend on buying supplies. You can choose to supply for free just to see the town grow if you want, otherwise you decide whether to bring a higher volume of cheap cargoes or a lower volume of the expensive ones. And of course the city hall budget should be tied to town-size/population.