Scope
David, I think it's admirable that you're reaching out and asking questions in an attempt to come to a solution that'll give you long-term enjoyment. You've made some great changes already.
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Lastly, I would consider a much shorter section of railroad, but it is totally my own opinion.
I was thinking that as well. While your new plan is a great improvement, given your space, I wonder if opting for a single town with multiple switching districts - and perhaps focusing more on a small number of large, multi-spot industries - might be more satisfying to operate. As things stand, given the length of the passing siding at Granger, it appears as though the power for a train leaving there will be almost back to Bellmead before the caboose has cleared the siding, so the feeling of mainline running between towns may suffer.
One example of a larger industry might be that grain elevator. At least in this area, elevators often receive fertilizer, or are located adjacent to fertilizer dealers, so you could have those extra car types without trying to squeeze in the small spur/structure for your fertilizer plant. Elevators also provide for interesting switching opportunities. As Ken mentioned, there's the whole idea of cars being moved by a private switcher or Trackmobile during loading, but you also have:
- Off-spot storage, where the railroad might tie down empties on a siding somewhere pending the elevator's next order. This could actually be true of any larger industry.
- Rejected car operations, where the elevator refuses an empty (e.g. for bad gates). The railroad has to switch that car out and route it back to a RIP track for repairs, then spot it back to the elevator again when complete. Meanwhile, the rest of the hoppers follow their normal path to their destination. It looks like one of your spurs around the yard could be perfect for your RIP track. Perhaps repurposing one of the engine service tracks for that use? Your RIP would also come in handy for routing cars that failed inspection upon receipt at one of your interchanges.
- Buggy car operations, where a car has been loaded, but the grain fails purity tests. Those cars either stay behind when the other loads are pulled so the bad grain can be dumped, or they're sold to a different buyer (e.g. as cattle or turkey feed) and routed differently than the other loads. (Dave may be able to tell us whether this testing was in force in the 1980s.)
Going with a single larger town/city also means that speeds could be lower, extending the "play value" of your operations.
If you'd prefer to stick with the current arrangement - and you should absolutely do so if that's what you'd enjoy more - I'd suggest shortening the Granger siding to allow more clearance/"headroom" to switch from the bottom end, and also to provide more visual separation between each location.
Finally, whether you stayed with the current arrangement or moved to more of a single town setup, would it be feasible to add a small staging yard across the bottom so road trains could originate there, make setouts and pickups at Bellmead, then continue around the room back to staging? I know you mentioned needing to leave the garage door useable, but could you spin the plan 180° so the staging would be across the top, then make the Temple leg a lift-out or flip-up to allow you to park the car between sessions and retain access to the breaker box?