It would be great if someone has a solution to the problem Jon mentions. For reference, I've tried the following all of which had little or no effect: one would think that greatly increasing the yaw and or longitudinal moments of inertia in the aircraft.cfg file would damp this effect but it did not appear to do so. AI aircraft on the ground must be treated differently than piloted craft because the MOI settings have a distinct effect on the pilotable ferry I made. With the various MOI settings adjusted properly, I can get a quite realistic heel with course changes and appropriately slow responses to steering input.
Spreading the attachpoints much farther apart had no effect. Using my custom .air file which I had made for ferries had no effect on this problem. Greatly increasing the weight had no effect.
I wonder if the issue might have something to do with how FSX controls the velocity (speed and direction) of an AI aircraft. How does this work? Pure speculation, but maybe it could work like this: when the craft passes a node, or is within a certain range of a node, an acceleration is produced based on the angle between the current course and the upcoming course, and it is directed perpendicular to the upcoming course.
The problem might be that time is quantized, like this: at the next computation, the idea of the next calculation is not to just aim at the next node in the sequence but to return the craft to the track. Garmin would call the amount off the intended track the 'cross track error'. So maybe a computation is made to get the boat back on the track based on the CTE. But if the calculation rate is rather slow, by the time of the next calculation the boat may have not only gotten back on the track but might now be on the other side of the track. Again this would result an acceleration back towards the track, with the result that the course is a damped oscillation which dies out after several cycles, several course wiggles. If this is the way it works, or something like this, I can't see any obvious solution. So I hope I'm wrong!
AI boats do something like this when they reverse the direction of a route; they back up, stop, then accelerate and turn, but not 180 degrees as one would expect, but often 20 or 30 degrees beyond 180. They then can end up on the other side of the track and correct back to the proper course. This overshoot also happens with other dramatic course changes. My AI boat solution has been to put 3 or 4 closely spaced waypoints in a uniform arc where I want the boat to turn, and no other waypoints between these spots.