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The main mistake is that you build your strategy by crossing out good towns for your opponent. But you could also cross out bad towns for yourself.
I build my strategy that way because I decided that crossing out towns for myself is a bad plan specifically on this template. But let's say I'm playing red and decide to cross out bad towns for myself. What can I cross out? Do I really have that many bad towns? Necro, four double-builds, Dungeon, Castle — that's already seven excellent towns. Conflux is a decent town, I think. So, I crossed out Tower. I even crossed out Conflux, let's say. But what, I ask, do I cross out next with this strategy? Plus, my reasoning that I can't leave Necro for my opponent, for example, still applies even in this case.
Second point — not every double is bad for your health. Say, in a matchup of red Castle vs blue Tower, I'd bet on the former.
I agree, but in my opinion, this is the only example of such a double-build. Okay, red didn't cross out Tower and has one cross-out in reserve. I thought about this; the question is, what can this give him in terms of a cross-out, considering the points I mentioned?
Next — what other double-builds are painless? Inferno, with doubled growth of efreets and pits (which allow demoning on two fronts at an accelerated pace), with Marius — a decent hero who strengthens the demon stack, which is a strike force by the template's concept? Stronghold, with Crag Hack, universal in any situation, double growth of bears, which are easy to build compared to, say, blue's secondary angels and other useful units? With a doubled chance for a convenient magic source in the rocks, in the absence of Dungeon? Or who else?