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The signalling and general structure of your rail system are much more important. If these work fine, then you can use either option without much of a difference.
1 way networks are either limited to 1 train per track or you need bypass lanes. I think they are more hassle than they are worth. You can have 2-way networks but with 1-way stations.
Also they are slightly cheaper.
if all of your trains have only one engine, then each train stop takes up way more space, and you cannot pack them together like this.
notice that my iron pickup station uses a 1 way trainstop that takes up much more space then the two way dropoff points
if you give all of your train stations of the same type the same name (example: instead of "iron pickup1", "iron pickup 2", and "iron pickup 3", you just name all three stations "iron pickup")you can use circuit network to enable the pickup point only when there are resources to pickup, and enable the dropoff point only when there are resources to drop off. the trains will go to the closest one that is enabled. that way, your trains will automattically abandon outposts that are out of resources, and will visit bigger outposts more frequently and smaller outposts less.
in conclusion: it is often best to use a mixture, as different stops are good in different situations. for this reason, you want to give your trains two engines, one on each side
something of a hijack here, but how well or how quickly does routing get updated. my concern is if i do this then 2 trains will see a station open and both will head for it and potentially arrive at the same time, causing issues.
IIRC if a train is heading towards a station, it reserves it, making it impossible for other trains to pick that station.
Or, if everything is signalled correctly and the rail system is not an utter mess, it's impossible for two trains to the same station.
Surefire way of making it work is a single entrance to the many stations equipped with a chain signal. The chain signal would even hinder a train from blocking an exit.