When designing a MAM, I discovered that shape painting was staggering, even though there was enough paint. I found what caused it, and created a simple reproduction case, shown on the screenshots below.
Description: The paint input (4 launchers) is combined into a single pipe, then split into two "half-pipes" which are then used separately, for painting 2 full shape belts each. Both "half-pipes" use intermediate launchers (in my MAM there were obstacles to jump over), so to handle 2 belts, there have to be at least 2 launchers in each "half-pipe". And if they have exactly 2 launchers, everything works fine. However, if I add a 3rd launcher to one "half-pipe", the other half starts staggering, the painters work only at 88-90% efficiency. I expected that the extra amount of launchers should not affect the speed. After all, the demand is still 50/50, the extra paint delivered by the 3rd launcher has nowhere else to go. There should be only an initial short period of imbalance, while the 3rd launcher is filling up with paint. But for some reason the staggering just continues indefinitely, it never ends.
For the sake of experiment I also tried 2+4 launchers, the problem remained. 2+8 launchers, it became even worse, the painters of the first half dropped to 80% efficiency. When I put 3+3 launchers, the balance restored, all the painters started working at full 100% capacity. So the higher amount of launchers per se is not a problem. The game doesn't seem to like it, when the amount of launchers is not equal.