Me again, sorry.
My 'old version' tactics (especially on rail) were based on setting up clear priorities on transport routes.
* Express Rail
* Local Rail
* Freight
Below is a diagram:
/----------- local/freight
-------------------- express (more straight lines - middle of set)
-------------------- express (more straight lines - middle of set)
\----------- local/freight
so, on 'trunk routes' the expressway would be laid first to keep it straight and the local/freight routes would (if a hill got in the way at the edges) have to suffer the little diversion. Separating the routes meant more upkeep/building, but meant high speed trains almost never had to wait (behind slow trains) which gave great bonuses on delivery speed bonuses (especially as passengers have a very high bonus.)
Trying to get high speed trains to have their own platforms also is important for this.
As the network grows, not only is the bonus helpful, but as passenger stations get overwhelmed with customers, the lack of obstruction means plenty of deliveries.
Each town would have a local bus system (sometimes supplemented by a few 'sprinter'/metro trains) delivering passengers to the main station. (with some bus routes to nearby towns as well, plus industries and tourist routes) towns were linked by a local train system and each local train would 'call' at a mainline station every now and then to allow for long-distance travel.)
still going

Expressways did not connect all towns (they need as you can see FOUR rail lines). In a map of 64 towns (max for that early version) only 8-9 towns would have a mainline station. If set up correctly, no passenger had more than 4 changes:
Bus - Local train - Express train - Local Train - Bus
And by setting up the juctions correctly, you don't even need to use waypoints to ensure the trains are on the right track.
But this is a new game. I look forward to testing its possibilities!