Yes, and that’s on purpose, to try and stress your path finding/route system.
I’ve already beaten the game on hard/hard using what you are suggesting (mixing up/dividing production and consuming, etc). Now I’m toying with it, making it harder yet (both for me and the game’s algorithms), by setting some roleplaying constraints, like having all production of the same goods bundled up in one place, consuming them in other places, minimal (long) distances between production and consuming, etc.
As for realism, I’d be playing Cities Skylines if I wanted that. I’d rather toy with sci-fi here on your indie game, lol.
As I said in the other thread, far from me to tell you how to prioritize developing your game (which, again, BTW, is a lot of good as is). I’m just trying to highlight some corner case problems with your algorithms.