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I suspect the problem you have with cargo not splitting platforms is frequency for use on each platform isn't balanced. Even one train out of interleaving order will cause one platform to see a higher frequency for a while then the other. This causes a swing effect for which platorm is moving faster.
I also think you are right in small cost difference causes one platform to be favored more than the other.
The other issue I've seen with this approach is hitting the cap for the amount of waiting cargo an industry will tolerate. This is because with 2 platforms filling with cargo, an arriving train only clears one platform, and the build up on the second platform eventually causes the industry to halt prodcution. This can be minimized by using the wait for full, which will work when the industry is running at max output, but anything that causes the production to fluctuate will create problems of stalled trains since now 2 platforms have waiting trains getting a slow trickle as it ramps back up.
For me, the micromanagement of the interleaving and the sensitiviy to fluctuations make this too much trouble than it's worth.
I've found that a well constructed pull through station layout will allow a single line to handle the output from just shy of 4 industries running at maximum output of the same cargo type. This will drop significatly if there are mixed cargo types that are not split evenly. At or above 4 max industry output the platform fills up faster than a train can leave and the next pull in.
I haven't really tried it with passengers though. So perhaps, going by your findings, there is some promise with that. But I would be curious of your setup. The thing is you can double back on a station, which I'm sure we all have done when connecting 3 or more stations with a single line. But when the middle station is a terminal station than you can essentially have something that looks the same as a double ordered type of line when really it isn't. Here is an example of what I mean: https://steamcommunity.com/sharedfiles/filedetails/?id=883319116
The finished goods manufacturer is up to this point well behaved and under our control because it is limited by the quantity of raw materials we deliver to it. But the moment a 2nd city is connected we relinquish some of that control and give the finished goods manufacturer the ability to chose how much of the raw materials we supply will be used for each city and that is when things can go wrong.
The finished goods manufacturer may decide and often does decide to manufacture more product for one city at the expense of the other and not divide the raw materials we deliver according to the demands of the two cities. It does not seem to care that the vehicle capacity that we have provided will deliver only what the 2 cities yearly demand requires. It also does not seem to care that it is starving one city of product and manufacturing more product for the other city than it requires or that our vehicles are setup to deliver. It may even starve the older city even though that city was supplied by it first and as a result has a larger demand for it's product.
Munich supply route is looking good
https://steamcommunity.com/sharedfiles/filedetails/?id=1404689863
...and so is the Berlin one
https://steamcommunity.com/sharedfiles/filedetails/?id=1404689912