Well, I don't disagree that it will, but the original author seems to think that the table should look (in this instance) linear.
(IMO: 10 landing pads is not even close to enough for a class A starport for a tens of billions of population planet. Maybe it should that number squared (100)).
When I recall looking at the Highport in Dragon #59 (Exonidas Starport), it has a lot of pads. And it fit my idea of a large port. 10 reminds me of what I'd expect at a C Class.
But the authors of this supplement seem to think a Starport upgrade are only worth 1 extra pad per level.
B->A is worth one extra landing pad over B just like B is over C, etc. all the way down according to the authors. I'm just trying for the fix that fits their progression.
The odd part is what if I have a type D port on a pop 2 planet. That's pop digit - 3. Does that mean you have -1 landing pads? (I'm assuming minimum one).
If we look at the one crazy setup in the Trojan Reaches where it's a type A on a pop 1 world, it'd only have 1 pad. The logic folks on the list suggested was 'lots of transient contract labourers plus millions of cargo handling bots'.
I can understand why they coupled population digit and landing pad count, but I think they're way out to lunch generally about the size and scope of larger population planets as far as the landing capacity they need. If you go with the 'heavy trade' model (vs. the 'bring in some antiquities, curiosities, and high value, low bulk goods only'), then you need a lot of pads.
So if I were fixing this inconsistency while maintaining the out of whack numbers the whole scheme generates, I'd still preserve their table and edit the max pad count, but that's totally a subjective thing.
--- but here's what I'd do in MyTU ---
The real world way pad capacities would tend to arise would be based on trade volume. So if you have a trade map and you know what your aggregate trade to a system is (and thus the main world Starport), then you could develop an equation.
It's likely want to be some form of exponential (or at least higher than linear) progression. WTN squared (World Trade Number for GT) would work at the top end, but near the bottom, too many pads for small outposts.
WTN-3 squared might work.
Powerhouse (WTN 15) : 144 pads
Industrial Center (WTN 12): 81 pads
Decent Frontier Capital (WTN 8): 25 pads
Small Mid-Pop Frontier system (WTN 6): 9 pads
Low Pop World: (WTN 3): 1 pad (minimum)
Or something like that. The bigger WTNs should get very large pad counts for their busy ports.
But that'd be MyTU.