But think about it:
Pathfinding is NP-complete - requires tons of speed to work.
Pathfinding fails without notice.
Pathfinding leads to lost vehicles.
Pathfinding causes a mess when you want to upgrade tracks.
Now imagine this:
Static path creation.
First create a service (name it something - Like "Coal Through Pluddypup Valley"). Then create a path(s)
Path be manual method (altho automation may be provided

This static path may have several cool attributes:
- when modifying a track with a path a pop-up will jump telling the player that Services X,y and z are using this track
- the path may be very complicated, including optional stops, optional depots and platform precise station stops (eg - stop at platform 1,3 or 7 at Planingbury Central). The path may also contain optional routes (eg - if Firfingway route is blocked use Derningbury route) and other nice things

- freeing the game from dynamic pathfinding will increase the speed (meaning - smoother game or more trains or lower requirements - make your pick)
- freeing the game from dynamic pathfinding will lower the potential lag