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Say you have a single rail going in one direction. That rail then splits up into 3 and each can accommodate one train length before the three rejoin back to one. Normally with the regular line tool the trains will only go on one of the three rails and if you had say 2 trains they'd all line up neatly behind one another, completely ignoring the other 2 available rails, making it impossible for a train that would be headed in another direction after the "buffer" to overtake them.
With those "choosable waypoints" I could tell the trains to go to either one of the three rails, making the two blocked ones line up side-by-side and leaving the third rail and entrance clear, thus allowing the third train to pass.
This is just one example, but this could also fix problems with having signals after the final switch in front of a station with multiple allowed platforms (with some micromanagement).
Additionally there would in the best case scenario be a way to rank prioritization for each at that particular point for edge cases
The closest you can get to this today is the Priority Signals mod, which provide some limited control over which tracks stop/move first at junctions.
Maybe we'll finally see this in a future edition of the game. I say this because the final update for TpF2 added the ability for road vehicles to pass slower vehicles on multi-lane roads. This didn't exist before. It's fundamentally the same concept tho, where vehicles monitor the path ahead in real time and will choose a faster lane if needed. That's exactly what we're looking for with rail (tho probably with signals so we can control it better).
That's why my ideas basically was having it "emulate" a station, but the train doesn't actually stop or slow down there, but if it doesn't exist, all I can do is hope