Those are all good reasons. However, because the game rules address none of them in any fashion, we cannot know whether they are part of the game's "reality".
There are two advantages for multi-rider tenders that the game's rules do address. They are arrival times and flexibility of use.
Whether you're using the wider arrival window of CT or the narrower arrival window suggested for squadron jumps in MT, a force of ships do not arrive in a system at the same time unless they all happen to be carried by the same jump drive. A multi-rider tender is going to bring everyone to the party at once, while single-rider tenders are going to arrive over a period of time.
Of course, you can arrive far enough away from your objective that it's defenders cannot reach you before all of your force arrives, but that gives away any chance of surprise. While you're waiting for the rest of you force to jump in, they're getting ready for you.
A multi-rider tender like the one described in "The Spinward Marches Campaign" is going to arrive with several riders and over a hundred fighters within a few thousand kilometers of it's target all at once. That is an advantage addressed in the rules.
As for flexibility of use, a tender needn't have the same TL as it's riders or even carry the same numbers/types of riders. All it does is carry things, any things. A tender is designed to carry tonnage and nothing more.
A tender designed to carry four, TL14, 25,000 dTon riders can also carry five, TL15, 20,000 dTon riders or any combination of anything up to 100,000 dTons. The Fighting Ships supplement for CT makes mention of this when a planetoid monitor is carried between systems by an Imperial rider tender.
A multi-rider tender can be "upgraded" by upgrading it's riders much like how current carriers are "upgraded" by upgrading the aircraft they carry. A single-rider tender chances for "upgrading" are more limited because it carries a more limited amount of dTons.
There are reasons for multi-rider tenders we can only speculate about and there are reasons for multi-rider tenders which are actually expressed in the rules.
True, but if your game is only made about rules, you risk having it only as a dice roll game. It's referee's job to flourish and fill its universe and make it believable, and my reasons point to that direction, that I find as important (if not more) than following the letter of the rules.
About arriving all at once, some errata modified the formula (at least for MT) if the ships spent more time in jump calculations (BTW, I've always thought that instead of making the formula more central in the Gauss Curve, it should roll the die as usual for the flagship and have roll a difference for any other ship wich put them all in a shorter span of time, but not modify the variability of jumping as such).
EDIT: And arriving late may even be a blessing if they act as unexpected reinforcements. If a BT with 8 BRs arrive, the enemy knows what are they against, If Single BT/BR combos begin to arrive, they will be unsure for a span of time, and that may as well be an advantage.END EDIT
And about flexibility, the same flexibility you say may be used for single BR tenders (only aproximate same tonnage must be fit in), and single BR tenders are more flexible in other ways (capability to break down the squadron if needed), as are BBs and Cruisers.
Even so, you know I'm advocate of multi BR tenders, just point the reasons given by andrewmv should not be unheard, as there are many good reasons in his words.
Of course there's not such a thing as squadron cohesion, nor advantages for multi commanders conferences while in jump in the rules, but I think a little of common sense should apply here, and, while perhaps not reflected on rules, that doesn't mean it's important when translating the rules to actual play.
And yet another reason (neither with rules application, and even less deffendible than most I've given, but I think true noneless) would be the strong tendency the military has usually to centralize command, even when this is not the best option.