Yes but... the topic? Minecarts will go from something which reduces micromanagement to something which causes it.
Actually, given that the topic merely says the following,
A method for bridging mechanisms to workshops and stockpiles. An empty stockpile would send a 'connected' message, a full stockpile would send a 'disconnected' one, etc.
A rail switch would also be interesting, something to install at a T intersection to make a cart go left or straight depending on a signal.
It's not exactly explicit that the purpose of this thread is to reduce micromanagement. What, precisely, IS the goal of this thread?
Besides, I'm not sure how that's strictly reducing micromanagement. Minecarts are fairly micromanagement-heavy as-is, and this adds even more finnicky micromanagement of hauling operations to it. All minecarts do is add
automation to a routine by allowing extra player micromanagement.
For that matter, whether or not your goal is a worth pursuing is, in general, something that can be called into question, itself. Perhaps minecarts are something that make fortresses
too simple in terms of stockpiling?
If the only purpose of this thread is to add a backdoor method of triggering a workshop to produce further goods, then I'll also point out that "
Standing Production Orders" was a winner on the
Eternal Voting page, and is being implemented into the game, already. Standing production orders (If alcohol < 100, order alcohol production to resume. If alcohol > 300, order alcohol production suspended.) would/will be less micromanagement-intensive than triggering it by specific stockpile.