Aaaah! In my rwgmixer.xml sample there was a bias="10". I took that out and am now getting biome diversity.
I'm happy to try and explain bias as it is not well understood and misused by a great many people. The best information is comments in the game's rwgmixer.xml in a comment after the street tiles but before the prefab_spawn_adjusts.
The variables are SCORE, WEIGHT, BIAS, and TIER.
You're trying to compute a SCORE for each POI.
SCORE = WEIGHT * (BIAS + (TIER / 5) ) / (Number_of_Placements + 1)
For a specific POI Marker in a District, start with all of the POIs for that size and district. Compute their current SCORE. Pick a POI from the list with the highest SCORE.
So if your POI was TIER 5 and BIAS 10 ...
SCORE = 1.0 * ( 10 + (5/5) ) / 1 = 11
The SCORE of any other normal TIER 5 that fits that spot would be...
SCORE = 1.0 * ( 1 + (5/5) ) / 1 = 2
11 vs 2, you win. You get placed.
Your next SCORE will be 5.5 ... 5.5 vs 2 ... you win.
Your next SCORE will be 2.25 vs 2 ... you win.
Now you start to lose. You locked in the first 3 placements with your high bias.