Yes, thatīs right, itīs way too "inside" for the sim, as those here simulated PAX are much easier modelled. They care for CI/RI, fare,flight-times, seat-comfort.They canīt make a difference between distinct models nor prop or jet, as long as travelling time isnīt differing a lot or model isnīt "too small" for them. (for example using a q400 between big cities far apart competing widebodies serving the same route.A limitation introduced because frequency of service is one of the values your PAX are looking for,too).
You should make decisions only based on game values, not on observations in RL, as we are not re-playing reality 100%. That would be impossible to simulate and admittedly very boring because the same situation would be played over again.There is only one type of PAX in this game, more or less a mediocre businessman, who likes to travel at peak times and is somewhat fare-aware.Itīs essential to fly destinations frequently and at least 6 days a week, no leisure PAX at midnight between to grass-strips once a week at low-cost .That also counts for long-haul, because daily demand is fix and not transferred to one weekly number.
As I said, many things are based on reality, especially aircraft performance, most things are streamlined for playability.Some things are distinctively different because of the same reason.
Some limits were set because some players virtually took over the game.(examples: using hubs with ABA-traffic only, no transfer, no cargo etc.).It has to attract many players to stay being interesting also for the less experienced/enthusiastic.So finding out game mechanics and serving them best is the way to success...