I conducted a few tests of my own actually.
6 Swords 12 cats both with 5 xp(swords had combat 1 though because i accidently picked stalin when creating the game).
I did 2 sets of tests, one vs protective longbows with 50% walls and one without the walls. Both cases were barrage 2 vs city raider 2.
Walls(50% def bonus)+CR2:
1: 2 cats 5 swords left, city doomed.
2: 4 cats 6 swords left, city doomed.
3: 6 cats 6 swords left, city doomed.
4: 4 cats 6 swords left, city doomed.
5: 6 cats 6 swords left, city doomed.
6: 6 cats 6 swords left, city doomed.
7: 3 cats 5 swords left, city doomed.
8: 3 cats 6 swords left, city doomed.
9: 0 cats 4 swords left, remaining units dead the following turn, city safe.
10: 5 cats 6 swords left, city doomed.
11: 6 cats 6 swords left, city doomed.
12: 7 cats 6 swords left, city doomed.
13: 7 cats 6 swords left, city doomed.
14: 5 cats 6 swords left, city doomed.
15: 3 cats 5 swords left, city doomed.
16: 7 cats 6 swords left, city doomed.
17: 7 cats 6 swords left, city doomed.
18: 3 cats 5 swords left, city doomed.
19: 6 cats 6 swords left, city doomed.
20: 3 cats 6 swords left, city doomed.
Walls(50% def bonus)+Barrage 2.
1: 5 cats 6 swords left, city doomed.
2: 4 cats 6 swords left, city doomed.
3: 3 cats 5 swords left, city doomed.
4: 3 cats 4 swords left, remaining units dead the following turn, city safe.
5: 3 cats 6 swords left, city doomed.
6: 7 cats 6 swords left, city doomed.
7: 3 cats 6 swords left, city doomed.
8: 6 cats 6 swords left, city doomed.
9: 3 cats 6 swords left, city doomed.
10: 3 cats 6 swords left, city doomed.
11: 4 cats 6 swords left, city doomed.
12: 4 cats 6 swords left, city doomed.
13: 7 cats 6 swords left, city doomed.
14: 6 cats 6 swords left, city doomed.
15: 2 cats 5 swords left, city doomed but had to sacrifice cats the following turn turn.
16: 7 cats 6 swords left, city doomed.
17: 5 cats 6 swords left, city doomed.
18: 4 cats 6 swords left, city doomed.
19: 4 cats 6 swords left, city doomed.
20: 4 cats 6 swords left, city doomed.
At this point i wasnt all that surprised since the city raider promos for the cats only bumped the initial success chance from 0,2% to 1,8%. Even when the odds were that low however both promotions showed really good success rates when you have twice the amount of siege compared to the defending units. I guess collateral damage in itself really packs a punch.
0% + CR2
1: 9 cats 6 swords left, city doomed.
2: 9 cats 6 swords left, city doomed.
3: 9 cats 6 swords left, city doomed.
4: 8 cats 6 swords left, city doomed.
5: 10 cats 6 swords left, city doomed.
6: 9 cats 6 swords left, city doomed.
7: 8 cats 6 swords left, city doomed.
8: 9 cats 6 swords left, city doomed.
9: 9 cats 6 swords left, city doomed.
10: 9 cats 6 swords left, city doomed.
11: 5 cats 6 swords left, city doomed.
12: 9 cats 6 swords left, city doomed.
13: 8 cats 6 swords left, city doomed.
14: 9 cats 6 swords left, city doomed.
15: 10 cats 6 swords left, city doomed.
16: 9 cats 6 swords left, city doomed.
17: 9 cats 6 swords left, city doomed.
18: 7 cats 6 swords left, city doomed.
19: 9 cats 6 swords left, city doomed.
20: 6 cats 6 swords left, city doomed.
Losing the 50% wall defense bonus bumped the city raider 2 cats initial success chance to 18,6% which really helped alot with the consistency(it wasnt as reliant on the first few cats luck). 18% is nothing id bet on though as a couple of times there were some heavy losses.
0% + Barrage 2.
1: 4 cats 6 swords left, city doomed.
2: 8 cats 6 swords left, city doomed.
3: 8 cats 6 swords left, city doomed.
4: 7 cats 6 swords left, city doomed.
5: 7 cats 6 swords left, city doomed.
6: 0 cats 3 swords left, city doomed.
7: 7 cats 6 swords left, city doomed.
8: 8 cats 6 swords left, city doomed.
9: 7 cats 6 swords left, city doomed.
10: 6 cats 6 swords left, city doomed.
11: 6 cats 6 swords left, city doomed.
12: 9 cats 6 swords left, city doomed.
13: 7 cats 6 swords left, city doomed.
14: 9 cats 6 swords left, city doomed.
15: 7 cats 6 swords left, city doomed.
16: 7 cats 6 swords left, city doomed.
17: 6 cats 6 swords left, city doomed.
18: 6 cats 6 swords left, city doomed.
19: 6 cats 6 swords left, city doomed.
20: 7 cats 6 swords left, city doomed.
All in all, this round was pretty consistent with the first round, both promotions did well even though they had real low initial success rates but barrage performed slightly worse. Worth noting though is that when the RNG decided to play tricks on you failure was way more catastrophic with barrage as opposed to with CR.
I conducted the test by creating a small pangea with random leaders and no special settings other than "random seed on reload" and then proceeded to give myself 6 swordsmen and 12 cats via the worldbuilder and handed wang kon 6 longbowmen(cg1 drill 1) in his capital that had not yet expanded its borders while making sure i waited 5 turns so that the longbowmen had the 25% fortify bonus.
I then simply saved the game with different promotions and attacked + reloaded 20 times for each set and recorded the results.
Averages and initial stats:
Walls + CR2:
1,8%
4,65 catapults remaining alive on average.
5,5 swords remaining alive on average.
95% city capture rate(19/20).
Walls + BR2:
0,2% Success chance.
4,1 catapults remaining alive on average.
5,6 swords remaining alive on average.
90% city capture rate(18/20).
No Walls + CR2:
18,6% Success chance
8,5 catapults remaining alive on average.
6 swords remaining alive on average.
100% city capture rate(20/20).
No Walls + BR2:
2% Success chance
6,6 catapults remaining alive on average.
6 swords remaining alive on average.
100% city capture rate(20/20).
Final thoughts would probably be that with such low success rates that barrage actually stood a better chance at looking good than with higher success rates normally achieved with trebs/cannons/artillery. On the other hand though using such overwhelming amounts of siege units didnt leave any challenge whatsoever for the "mop-up" troops(in this case 6 swords) the difference was only 0,1 on average in the two tests where swords actually died at all. So in effect the only survival rates that changed were the siege weapons themselves.
Even then however having CR seems like the better choice since in many of the second set of tests the CR2 cats actually were forced to stop attacking because the longbowmen were already at minimum health(was usually about 2-3 cats that still had a movement point left).
I would also like to point out that there were unfortunately an archer in the city which skewed results a little but I doubt it changed much since at worst one of the latter 3 or so catapults would be the ones having to face it at which point they should all be pretty much dead.
I was initially gonna do some tests with maces + trebs vs longbowmen on a hill but im too bored to do it now.

Maybe some other time or perhaps someone else can do it.
Edit: Also, I suspect that the higher initial success chances you get the more the results will skew in favour of city raider. I believe the problem barrage has going for it is that collateral damage is plenty powerful already, simply having higher strength will give the units more chances to use that base collateral while a lower strength will too often result in one dead siege unit and a small net gain.