This is just how CargoDist works if your setting it to symmetric for passengers, and have a large enough network with enough connected destinations, it balances the flow in both directions.
If your network is not connected enough, it would indeed look strange, but your proposal would not be the solution.
The main difference with Cargodist is the absence of link graph. There is no need to calculate and recalculate connections and their capacities, because passengers don't have destinations. Instead the game will have to calculate how many passengers can each station accept in a given month (which is equal to the number of passengers it supplies, and that number is calculated anyway), and how many have already been accepted.
Unfortunately, that wouldn't work, as cargo payments can not be calculated any more or have strange results. Cargo payment depends on source and destination locations and time, but you make the destination basically an unknown ahead of time.
If I have stations A-B-C on one line and have vehicles doing the entire line back and forth, if could be that I can't deliver passengers from A at B, because the vehicle from C has just been and filled the capacity. Next time around, it could be the other way around because the vehicle from A is earlier at B than the one from C. So the vehicle continues with the cargo to A, but what if the capacity has been reached there also? Is it going to take a hop back to B and even C?
Coder of the Dutch Trackset
| Development support for the Dutch Trainset
| Coder of the 2cc TrainsInNML