I've been doing some thinking lately, and I don't believe we need anything new that hasn't been mentioned yet provided the things that do work a certain way.
If it's possible to build bridges on top of tracks after all, then we already have the means to build switch junctions; I've already designed a 'cloverleaf' intersection that would fit in a 6x6 room using 8 1-tile retracting bridges. But even if not, we still can build rail splits by having pits covered by bridges instead; such that carts will fall onto other rails.
As for mechanical logic, I've postulated about using the cart bumping mechanics and rollers to make cart-based logic systems and even an auto-launch.
First, a simple clock pulse can be made with a 3-tile long straight with walls on each end. Each side has a roller facing towards the center, where a pressure plate sits. As long as the rollers are powered, a cart on this track will go back and forth and output a continuous pulse.
A similar setup might work for an SR NAND-equivilent: instead of one cart, two carts of different weights are placed on the line, and power to the rollers are controlled by the inputs. Only one of the two carts is the right weight to trigger the pressure plate, so when the apposing roller is activated the other cart bumps it off. While the possibility depends heavily on the (currently unknown) specifics of minecart physics, I am optimistic that with enough tweaking this setup could be made into a very compact JK flip-flop.
To try and catch speedy carts, I've thought of two kinds of brakes. One is for high speed, and consists of several rollers pointing in the direction of deccelleration. In between are the 'fake' T junctions; eventually the cart is pushed backwards by one and is sent down the parallel track to the other side of the brake. The other brake is for places carts shouldn't be going too fast, but you don't want to risk it. After catching them flying off a corner, it 'drops' them into a 1x1 hole to stop their momentum, then drops them again onto rollers which push it off at a more reasonable speed.
The last thing I had thought worthy of mention is an automatic cart launch system. The trick would be to have a cart on a roller directly behind the stop: is this roller were to be activated for exactly one tick, then it might push the cart out without itself moving off its tile. If this is not possible, then the best bet I would think would be to build the stop next to a roller and try to push the cart out of station with the next one in line.
Overall, I don't see anything that can't be done with the tools we currently have.