Hello. I did some more testing and the issue it indeed tied solely to the first switch and doesn't have anything the do with the position of the entry signal. I tested on my draft of the Dürnkrut module (where the entry signal is way back) and it's exactly the same. Please ignore the "Forgot a scheduled stop" message as that's just my hacky way to do an entry without having a second module to depart from.
As for the entry signals being at the same spot as the first switch in my tests, I think it has to do with them being very close to the switch in question (usually 5-10 meters or only 1 track element away) so maybe that's why the game is drawing them at the same spot in the evaluation. It's weird but also kind of an edge case that won't really exist anywhere in a real module.
Here's a test module that I made only using assets that are already in the game and that has the exact same issues.
https://drive.google.com/file/d/1NX5Isk ... sp=sharing
And here's a run from it:
Again, I don't think this is a game bug but more like it's something I don't understand about route-building and that I need explaining.