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Sadly, I would say that is debatabley realistic.
I agree - currently the overground serves no purpose other than scenic.
For me, as parking demand increase in an area/along a street, I start with small, then replace that with medium if needed, then replace that with large if needed, and then finally replace that with underground if needed. Also, I typically do not bulldoze the parking - I will "move" them e.g. if a small parking lot is full, I will move that to area/street that has no parking structure but has cars parked along the side of it, and then move one of my medium lots that is full to where the small lot was, and then either build a large or move a full large lot to where the medium was (replacing large with underground). Cheaper to move each type to where there is demand than to bulldoze and build each one.
And lastly I noticed my parking structures were not utilized until I changed the street to have wide sidewalks thereby eliminating the on-the-street parking option. Again, I only stumbled upon this last little tip by shear dumb luck - there is no documentation stating anywhere how to interpret any of this data and therefore what to do to remedy issues - the so-called "high level" problem solving that CS:2 is supposed to bring. I am all for problem solving, but you have got to give us the information such that it is intuitive, and we can reasonably deduce how to resolve that issue... don't think I am asking for much... Apologies for the off-topic rant. Despite the opaqueness, I am enjoying the game.
I wish there was upgrade to ground parking spaces where you could add a raised parking level with ramps to connect to ground level. The need for ramps take up some space in both levels, but the parking capacity is almost doubled for pretty low cost and low upkeep. This sort of thing: http://www.anotherlevelcarparks.co.uk/view-assembly-video.html