i have to side with richk here. it is trunk development, there are bound to be a) bugs and b) missing/incomplete features.
consider the enginepool patch as the basic infrastructure, upon which the requested features need to be implemented.
then there is the question about which features should be implemented. it's a difficult task, because it should consider both compatibility with old grfs and a plan for the middle future.
the impression i get is that a lot of grf coders around here are guided by archaic (TTDP) systems, and cry outloud when a new development rips their god given limitations from underneath their feet. the engine pool patch is only the first instance of the flexibility that may come.
someone mentioned livery overrides. i think that is a real nightmare feature to build a set around, because it relies on a very important limitation: the TTD notation of there being a fixed "front engine". sure, it will probably be there for another couple of years, but it's bound to disappear at some point, because people find it too limiting. a good example for this limit are the hacks around the turning of trains that have been made recently. and it will certainly not end there.
i'm "dreaming" of real shunting here, where you have individual vehicle chains that may or may not contain an engine at all, that then can be chained together dynamically. "Easy" uses of that feature would look like this:
- Detaching an engine temporarily to let it drive to the other end of the train [possibly turning it around on a turntable]
- Attaching a helper engine to climb steep slopes
- Switching between steam/diesel and electric traction at the border of the electrified system
A little more elaborate would be dynamically gathering freight trains at central stations. "Realistically" [some people hate this word], it is also very common that a set of wagons gets picked up by an engine from a different company, especially at country borders.
Sure, it's all a dream for now, as [to my knowledge] nobody has even started coding on this, but imho it'll only be a matter of time. thus i think now is the appropriate time for grf coders and developers both to discuss how they want to maintain such a flexible system in the future, without relying on the fact that an architecturally forced limitation will stay there forever (and then acting surprised and overwhelmed when it is gone)
there are, however, gameplay or realism driven limitations that should be up to a grf coder to be enforced. for example, it should never be able to attach a cargo vehicle chain to an ICE vehicle chain, but i do not see a reason to not allow a regular steam engine to pull any kind of freight or passenger wagon, no matter from which vehicle set that wagon may come.