Nice write-up Splat.
Stations is something that has always given me a mild headache too. Hooking up a basic dispenser and boosters is rarely much hassle, its track selection thats the killer. (XOR gates usually). Thanks to your walkthrough I spotted a logic bug in my own 4-way track selector that i'd overlooked (I never really ride my spawn line and hadnt noticed the s-w rule was botching one of my junctions.)
Anyone wanting a more thorough walkthrough can checkout youtube videos. Coestar of Coe's Quest/World built an impressive 4-way stationhub with selectable departure tracks, covers 5-6 episodes somewhere round the e120 mark.
Incidentally I always use 1 track over a pair, it saves you an eternity mining iron for the second length, especially useful when you consider the amount of track needed to create a station itself
I generally use 1-way boosters even on my single track design, just make sure they are a design that auto-resets. The difference between Splats design and mine here is that I dont have a track that forks outside the station, all tracks head directly from their origin station into my arrivals and onto the dispenser (once you get out). So despite having 4 incoming tracks the direction of travel down the arrival line to dispenser is always the same. My departure track splits immediately after the stone pressure plate through the XOR selector.
If absolutely necessary (track is really long or has a high gradient somewhere) then a 2-way booster somewhere along the trackside does the trick.