Immortal+ is different because your RR scales infinitely. Also that's why when you look up ranked distribution, even tho each rank below immortal has the same size skill gap the population percent's get smaller in higher ranks.
We aren't changing MMR, or how the system rates players, this is just the targets/MMR cut off you need to hit in order to increase your rank. In any MMR system a player that is 1500 vs a 2000 player is the same skill difference as a 2000 vs 2500 player. Both of those matches would have the same expected Win Rate outcome.
You don't need a larger band for anything, when making a rank system you just need to figure out player population and what you want your ranked population %'s to look like. I prefer setting the MMR difference between ranks so that it feels like a smooth climb; E.G. going from Bronze 1 to Bronze 3 is the same skill increase as Plat 1 to Plat 3. I don't have research to know how fast a player improves, because everyone is different, but if your improvement is ever linear your MMR and rank up experience would also be linear(instead of possible being stuck in a rank for too long because we made the MMR band bigger).
Hope that helps clarify a bit!