Despite the advice in this document to not mix economies
It's a general purpose guide for people who don't understand the details of ED station economies, for who "tldr, don't" is the correct advice in 99% of cases. Advanced players will be reading other stuff anyway, rather than a guide which also covers the case where the reader has never hauled cargo in bulk before.
Similarly there are advanced (and expensive!) system building techniques which allow players to safely divert weak links away from their key economic ports at the cost of making a number of compromises elsewhere in system design. And Mechan's guide outright says "do not do this" for a key step in setting that structure up, which is absolutely the right thing for a beginner's guide to do because doing it accidentally rather than as part of a complicated and deliberate plan will mess your system up. If you know enough to ignore that advice, you know enough not to get anything from reading this guide in the first place.
How to calculate the rate of cannibalization among them? What about boosts among them?
The basic rates of strong and weak links are described on pages 42-45 of Mechan's guide, but there's more detailed modelling available in forum posts.
There's anecdotal evidence, for instance, that putting an extraction facility on the same Rocky planet w/ a Refinery Hub will actually boost Refinery output. Is that true?
That's not simply "true" or "false", which is why there
is anecdotal evidence despite the main answer being "no"
- adding Extraction to a primarily Refinery economy will boost the output of Gold and Silver because they're common exports to both economies
- it will conversely reduce your exports of Explosives (and possibly even switch them to being imported) because Extraction imports those
- it won't directly affect the output of e.g. Steel because Extraction economies neither produce nor consume that, but ...
- ... Extraction facilities change your Wealth and Standard of Living, which will give you a quantities re-roll on some imports and exports, which might boost them or might decrease them (and might even give you a net decrease to Gold and Silver in certain situations!)
- if it's an Extraction Hub specifically, rather than a settlement, that boosts development level, which will give an across-the-board increase to all import and export volumes.
How to calculate the effect?
You can't precisely, as it depends on a lot of hidden variables and equations which we don't have any hope of precisely finding the answer to.
https://cdb.sotl.org.uk/specialisation/hybrid will let you get an approximation of what the likely
range of outcomes are (advanced tool primarily put together for my own research use, so it assumes you know certain things)
Also, if weak links are an order of magnitude weaker than strong links, how badly do economies on other planets in the same system really muck up the output of economies at other planets in the system? Wouldn't those "pollutants" be rather insignificant? This might, for instance, enable a Refinery planet to coexist in a system with a High-Tech planet, assuming each has a Port to soak up its local merchandise.
This is very commodity-dependent. Your basic equation is
(size of export economy * strength of export) - (size of import economy * strength of import)
- but the key thing is that commodities do not have equal export and import strength, and do not have constant import and export strength, so actually solving that equation precisely is usually impossible, you can only get approximations.
So Insulating Membrane, for example, has an import strength on average 20 times its export strength (though the possible range is at least 3x to 60x) which means that a High-Tech economy component 1/20th the size of your refinery component has about an even chance of taking out Insulating Membrane exports.
On the other side, Progenitor Cells have an export strength on average 25 times their import strength (with a
massive possible range of 0.25x to 167x) so there's a good chance (though not a certainty!) that this single High-Tech weak link will stop your refinery port importing them and give it exports of them instead.
And then even if you get lucky on those rolls, the next time you build any structure that affects Wealth, Standard of Living or Development Level, you'll potentially re-roll those numbers and get a different result.
Advanced players who know exactly what they're doing and only want specific exports and imports from an economy might feel like gambling on it to be able to get some other outcome more efficiently in build time. But "tldr, don't" is always the correct advice for people who don't know how this works already, and Mechan is writing a guide to colonisation, not a guide to the obscure details of ED station economy construction.