The Anti Gravity platform is meant by default to follow a flat path, horizontal to the ground plane.
Because as with some other features or functions is a relatively primitive - it does not behave well and perhaps as expected while traversing multiple tile heights across the vertical plane.
Dependant upon the distance and angle of the path - the problems of forshortening or the reverse - entending of the end positions of the entity along the path which results in the entity not reaching or overshooting the end points and matching the height to any ground or platform step off points - can be at least partly or wholly overcome.
The erronous positioning of the platform and relative disalignment to the objects you refer to will vary by amount depending on the aforementioned length and acuteness of the angle of the path when useing the anti gravity platform script in this way.
To make adjustment look in the editor view which is top down and note the exact position of the path end nodes. Of course in this instance one will be at one tile height an the other at a higher/lower tile level.
You need to adjust these end points to move them either outwards or inwards from the current end positions realtive to the step off onto platform or floor in the top down view (Not left or right in top view, or up or down in the height).
Adjusting the path end points in or out as suggested in the editor will result in the actual position of the moving platform being proportionately different in its final physical end positions in the x,y,z asxis when you test run your level and go look.
It may take a copule of tests for you to get the hang of it and get it right but you should be able to line up the moving and static platforms correctly so that the player can step off smoothly.
Using the anti gravity platform over a path spanning multiple level heights be aware that if the angle becomes too acute the platform behaviour will become increassingly unstable as the angle increases - eventually failing to function correctly at all.
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