I let both games run for 1 month and counted the trains passing the lines in one direction.
My station had 27 trains, Level Crossings 21.
I don't see how you come to your conclusion.
Approximately the same method, but I added a couple of trains to the scenario, because you (and Level Crossing) used more track to connect the stations, so more trains can be used, since some of them will be travelling. Then I found a higher nof trains in Level Crossings setup than in yours. But I may have caught it on a bad moment, one month may be too short for a reliable measure.
Maybe it would be nice to have a battle of the terminuses: create a scenario with your, Level Crossings and V453000's setup in a loop, and see where the jams occur. I propose a 4 track connection between the stations: 2 (1 in 1out) would not suffice to feed enough trains to bring the stations in trouble, and 6 between all stations would be a setup not many players would use in a real game.
@ Andrew350: you're absolutely right that it is not a realistic setup, but it is meant as a test for the station thruput. So for real testing, you need to exclude as many variables as possible, so no real loading of passengers, that would be influenced by the catchment of nearby town, and the number of previous trains etc. But I think this setup with a loop is very good in testing the actual thruput/efficiency of the station. It will judge efficient station designs as being better, and show good building principles. But when used in a real game, the same prinicples would apply, only some scaling, like reducing the nof platforms to compensate for the loading time would be needed.