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As I understand the problem, it's trying to do the "correct" thing but because it calculates head and therefore pressure once-per-game-tick it's in a constant state of adjusting and then over-correcting to previous mistakes. See the "slosh" problem you get in long strings of fluid storage buffers.
FWIW, I find that fluid buffers work best at the highest part of whatever system you're building. If there's going to be variance, much better to have it happen in a fluid buffer that can deliver the required flow rates from about 12-20% full than a pipe that has to be full to perform as specified.
Since you can't rely on alien math the only ways to make fluids not swap back or forth is either to build only one tank or to use a valve between them.
Howerver, there is also a bright side of it. For instance when you are building plastic and you have no sue for the HOR just build a few tanks and the HOR magically disappears. Thus keeping the plastic production going on.
It's also fun to make a grid of 3 x 3 Industrial Fluid Buffers with cross junctions to connect every tank with 3 other tannk and admiring the alien in all its glory.
But this is between us. Don't tell the scientists - they're getting mad when hearing that!
This is probably the most important thing to ensure for predictable fluid management.
That's why I tend to use my own practice of fluid buffers at the head of a pipe network.
just emptied 3 unconnected refineries :)