I've had one of those situations where a minor annoyance turns into a major piece of work.
I was working on adding the 1906 "gate" Tube stock and no matter how much I played about the voxel model, I couldn't get the purchase sprites or 1x zoom view to look good. While I'd like GoRender to be an all-purpose tool you can throw any voxel model at and get good pixel-art results, in reality there's always a certain amount of tweaking to move things on or off certain boundaries to influence whether something becomes a company colour pixel or not.
(The company colour to non-company boundary is the difficult one as a pixel is either company-coloured or not; there's no intermediate "tint this 50%" value. In other cases, GoRender is usually able to pick a good enough intermediate value that it doesn't matter whether the dominant sample is from slightly the wrong place.)
With the Tube trains being much smaller, there's not as much leeway to move voxels around to make the 1x view work before you start distorting the appearance in the 2x view enough to be noticeable. Generally whenever I hit a blocker on the modelling side I go back to the renderer, and this is no exception. I had a lucky brainwave: what if rather than treating all of the samples used to generate the final pixel equally, what if GoRender gave more weight to those closest to the centre of the pixel? One of the things you'll notice using "fast" mode (where only a single sample per pixel is used) is that while the output becomes very grainy and aliased, and small details get lost, there are very few situations where colours run into adjacent pixels. If the render uses weighted samples, it gains this advantage while still also having the smoother anti-aliased output and recovery of sub-pixel detail.
While somewhat improving the 2x views, the real beneficiary is 1x "standard" zoom which previously suffered from severe downsampling of the input object - details like windows would be lost where too many surrounding body colour voxels were included in each pixel's samples. Here's a screenshot showing a bunch of 1x zoom views from the set rendered with these new settings:
IMO still not as good as the top pixel art; there's too much noise and the occasional big blob of contiguous colour that an artist would have broken up. But I'm happy the gap is a lot smaller now than it was back when I released the first chunky, flat-shaded, awkwardly proportioned version of Timberwolf's Road Vehicles.