the problem you're missing there is that the concept of a "day" is pretty meaningless unless you choose ridiculously long daylength factors, so syncing up the "day" to the "clock" is not a reasonable issue for most people.
if you want lower daylengths, you must keep the ticks-per-minute at 37, then you can have 12h, 8h or 6h days with a daylength of 360, 240 or 180. the clock will still wrap around at 24h though.
I'm well aware of what you mentioned, hence my example of daylength 117 and 6 ticks as the closest optoon with the current game.
The game is nothing more than representations, yes, and therefore nothing is at scale, but that still doesn't seem like a reason to not use real time. The game clock could have been using half or quarter hours as time units and just display whole hours next to the date.
And if the concept of a day is meaninglesss in the game (and I agree at its fast pace), why do people still want to set things by the 24 hour clock? Seems more logic to set things by the day instead when every thing happening takes at least one day to do so.
Well, I do understand, but the logic fails me since that's how my mind works.
If you're like me and enjoy the simulation side of the game more, building networks, industrial sites, and relaxingly watching the trains go about their business, getting more realism in it is better. And I think it'll even make the gaming side better.
The current factor at 125 gives me about 5 minutes for a game day and this works well to keep an eye on things while setting up more industries or rebuild entire stations or sites while keeping disruption to traffic low (one of the fun little challenges).
One thing will have to be adressed sooner or later for both aspects anyway, with the increase in possible cargos and industries the map in standard settings will become overcrowded and there'll be no room left for green areas or to build stations handling 10+ tile long trains (I think at least one group ran servers with a 20 tile limit, meaning on through load a length of at least 42 tiles for a straight line).
The more objects available in the game, the more time and breathing space is needed to play.
That's why I wonder if the game could function on real time without a tremendous amount of coding effort. When that works well it might be little trouble speeding things up again for the classic game mode.
Unfortunately I don't have the means right now to tinker with the code myself, otherwise I'd try getting my hands dirty on it myself.