Yes, very ![]()
Your worries would be justified if there was a single travel request matching a set of effectively identical connections. Both won’t be the case after a very short time in any live game world. Assuming you have an airport pair with somewhat decent point-to-point traffic, you will have several hundred randomized travel requests. Each will weight different product aspects differently. Naturally, the same should and will happen on the supply side: Airlines will adjust their product to cut out their niche. That’s the whole point of this feature to begin with.
Even on very thin routes that have only single-digit daily demand, the request generator might roll completely different travel requests on any given day. Which you likely wouldn’t notice since such demand only really matters in hub-and-spoke systems anyway, so you have to look at the combined traffic from a lot of such airport pairs.
I hope this makes sense. I tried to write up a little intro/overview of the feature which should address the most important questions people might have. I am sure it’s incomplete, so please keep your questions coming and I’ll integrate the answers. Sooner or later, most of this information should probably end up in the handbook or in-game docs anyway.