Wouldn't the overcast do 9S and the double cast do 8S since you're assuming 1 hit of spell resistance on the target? Not a big change. Upping the Force by 1 on each would right it, up the drain on the overcast to 5P and leave the double cast drain unchanged.
(Edited to reflect Max's corrections from here forward)
With optional rule that more damage=more drain, Magic 6, 15 Spellcasting Pool, 1 hit per spell resisted by target, no hits added to damage
Single Force 6 = 6S, Drain 2S
Single Force 10 = 10S, Drain 4P
Double Force 6 = 12S, Drain 3S twice (Same drain as Force 5, might as well)
Just for comparison, with damage and drain added for net hits
Single Force 6 = 10S, Drain 6S
Single Force 12 = 16S, Drain 10P (ouch!)
Double Force 6 = 14S, Drain 5S Twice
Double Force 4 = 10S, Drain 4S twice (to take out a 10 Stun target)
Without optional rule. Hits added to damage on all examples
Single Force 6 = 10S, Drain 2S
Single Force 12 = 16S, Drain 5P
Double Force 6 = 14S, Drain 3S twice
Double Force 4 = 10S, Drain 2S twice
Am I missing something here? Again, I totally get that I might be but there seems to be at least as much encouragement to double/overcast without hits adding to Drain. There's a bigger difference in damage for a smaller difference in Drain between a single and double Force 6 spell (edit: adding hits and drain for damage with a single, not adding either for a double)
If you're trying to take out WP 4 or less, non-magical characters (ie don't need more than 10S) with the dice pool above and a Drain resisting pool of 6+ and using the optional rule then the double 6 (with no bonuse hits to damage) is optimal, agreed. Under the same parameters without the optional rule, you can use a single 6, double 6 or double 4 to about the same effect as one another. There's still a slight advantage in either drain or total damage to double casting but its not as pronounced. Then again, any time the target gets lucky and scores two resistance hits, one of those spells is stopped dead (Granted only ~5% of the time). So against most non-magical opponents with normal metahuman resistence, double casting is a more advantageous tactic with the optional rule than without but its still advantageous for both. As a player without the optional rule I'd certainly double cast just to be sure.
A Mage who can get 3-4 hits to resist drain going against someone who can resist 2-3 hits of spellcasting is going to be using a single 6 against regardless of whether or not the optional rule applies. This may or may not leave the target with 1-2 Stun left. A double cast will almost certainly be shrugged off regardless of which rule is used, so its not useful. Without the optional rule, the extra damage 6 Damage may well be worth taking some physical damage (average 1-2). With the optional rule, the Mage has a few choices. He can do roughly the same damage for either 6S or 4P (call it 3S or 1P after resistance). Alternately he can do an extra 6P damage for an extra 5P drain. If anything, that's a strong discouragement from overcasting. 2-3 Stun might seem worse then 1 Physical on a single casting but after a good night's sleep the mage will be feeling the difference, especially if he has to do this a few times.
The main difference I see is that in the case in the last paragraph, a mage not under the optional rule can single cast at Force=Magic and Damage=Force+net hits all day while the mage in a game using the optional rule is going to have a much more limited number of shots or be forced to do less damage.