That might be the way you guys play, but it's not the way I play. And I'm not so strange that nobody else plays the same way I do, either.
Do you pretty much just wing it? cause thats about what i do.
You can't just wing it when you are trying to build a cartputer, though. Unreliability kills the whole point of the processor.
You lot are massively overcomplicating the whole automated stop/go thing. Just stop it on a ramp with a door/floodgate/hatch/whatever stopping it from continuing.
Provided smashing into a door doesn't actually cause a derailment or fling the contents of a cart, and there is never a need to have an actual stop, just tons of accelerators that could actually work.
This is a suggestion, do not view it
One of the things I remember suggesting a while ago in the big Improved Mechanics/Traps Wishlist thread was a "black box" that could fit into one tile, but be designed in a manner of "pop-up window" that let you designate inputs, outputs, and jam it full of gears, so that you could make a compact form of any sort of gear assembly you could physically manage to make work.
It would let players retain the ability to design complex gear logic systems manually, thus meaning that actually understanding gear logic was rewarded in play, while making a much simpler and smaller object for the game to track and save FPS (because the whole assembly could be considered one object for temperature and pathfinding and all those other FPS hogging reasons).
People didn't like the idea of a pop-up menu, however.