i played with LTN some times ago, it does solve your problems, allow you some impossible designs in vanilla, but also artificially increase the distances between stations due the route to the depot,mandadory, in the schedule.
For purely vanilla you could instead of inactivity only opens the stations when the buffer is enough for 2 trains. This means both train would contribute whenever moving, not just 1 to reduce the amount of useless trip and make the more use of the limited throughput. thinking that because if you plan to only use 1 rail for each side with 200+ trains, be them 9 wagons, you will have a hard limitation on material throughput anyway.
I know you'll correct me if i'm ever slightly wrong in your opinion, so please allow me this attempt at reformulating the possiblities to make sure we're on the same page:
1) open 2 station at the same time => cancel 1/2 reservation => problem because if you cancel bottom station, train coming from the left side of the map will have to U-turn to reach the only left opened station. ( and detecting to choose what to cancel seem impossible so you pick random at worst).
2) open only 1 station at a time => problem because if you open the top station first, train coming from left side of the map will have to U-turn ( or possibly won't be able )to reach the 1rst and only station open.
3)double headedtrain stop : only one unchoosen train from left or right of the map would be picked, and directed toward the most accessible station without U-turn.
(The double headed train stop would pick an unchoosen train then compute 2 path for top or bottom arrival to the doubleheadedtrain stop, then choose the correct station).
for 1) i just proposed to only allow station opening when buffer is enough for 2 trains. Which could be done with chain signal but maybe also with incorporating "waiting area" in paralel horizontal, between subfactory gated with regular signal, in order to cut down the too large trip that train would need to reserve in 1 go with chain signals. Playing with dummy station to make the detour seemingly not one.
for 2) the question becomes: which station to open top or bottom ? ( at least to me that is not looking for theoric perfection but rather something that would be interesting to test if it works depending on the scale) I understand that is still not as good as what you expect from 3) or LTN.
I would try to take advantage that all station can have an alignment point since it's a ribbon world. If you consider station A B C D E F G, A bein iron load, should ouput 1 iron to B; B being iron load too, should add 1 iron and transmit 2 iron to C, C being copper mine doesn't add 1 to iron instead add 1 copper, and transmit 2 iron 1 copper to D, D requesting iron, knows from wire that there are 2 iron load on its left, and could read the amount of station on its right if you do the same method on both direction. It could be an easy-to-blueprint thing.
You could try and refine it further knowing there's 2 station on one side and 12 on the other could trigger more often one side than the other. You could also mesure the response time of each train when coming from one side or another and increment them together then divide by the total amount of train from each side and compare which of top or bottom is faster. ( despite the U turn !)

.
You could also instead of transmitting how many station there is for a specific ressources on each side, transmit how many OPEN station there is, and also why not their number of incoming trains ,or the number of train with full cargo ready to unload on each side, or the side that has the most buffer from this material in existing chests...
3) doesn't mean the closest train will be choosen, only that the choosen train will go to the closest station between top and bottom right ?