Dynamic dispatching is what really makes TSW fun and challenging for me. Every run is potentially different and can be quite challenging when you stress the dispatcher a bit and then have to deal with how the traffic is handled. I love the chaos of all the services on routes such as HRR and HMA. However, what really makes a route feel challenging and busy to me is the traffic I have to adjust for when I am at the throttle. I love seeing the AI, but I don't necessarily want all greens on my runs, particularly if I start late. It can be quite a challenge to drive a freight behind a multiple stop passenger run and have the dispatcher pick a point where you can get ahead. CRR, with all freight and not as many services as HMA, can feel quite busy when I am forced to deal with meets. I think there are ways that the dispatcher and route design could facilitate this kind of engaging and immersive driving. So, I present a wish list for Dispatcher improvements: - Less conservative clearances. On Clinchfield, traffic entering a single track zone is cleared beyond the next passing zone and into the single track main beyond. The clearance wave actually extends into the siding after that. This effectively cuts in half the number of passing sidings available on a run. I would love a run on CRR where I potentially have to wait on a service or have one waiting on me at every siding. This is not possible with the lengthy signal clearances the dispatcher allows on CRR. I suspect this is needed to keep the timetable running smoothly and deal with the branch lines. Standoffs with traffic going the opposite direction on the single track sections happen in scenario planner. Along those lines, there are two holy grails of dynamic dispatching. 1) Having one track be designated the main for both directions in single track main and passing siding routes. The passing siding is only used when there is a meet. When there is not a meet, all traffic stays on the main. I have never seen that effectively accomplished in any train sim with dynamic dispatching. These improvements would be essential to bringing a route like Tehachapi into TSW. I recognize that the 68 mile length is also an issue here, but I would be willing to pay more to see such a route done well. 2) Being able to insert a player train as an extra run in the timetable. - Variable clearance waves. This is particularly important when freight interacts with passenger runs. Passenger runs, or fast freight runs such as the Florida Perishable (to use the CRR example once again) should have longer clearance waves than slow freight. This would make driving both more enjoyable. Interestingly, the Florida Perishable seems to have its own clearance wave; it won't leave Dante if there is southbound traffic on the line. I tried to create a chaos run by waiting at Elkhorn for the Perishable to depart and it would not start rolling until I had passed it in Dante. - Not having freight runs automatically cleared into the main. On routes such as HMA and HHL, freights originate in yards and travel a considerable distance before they enter the main to interact with passenger traffic. However, they are cleared into the main the instant the service starts. It would make game play and dynamic dispatching more interesting if they had to be set up and roll through at least one signal before passenger traffic was held up on the main. This would give passenger trains appropriate priority and allow for the player to build in delays and chose their slot between passenger runs on the main. It should be routine to see red when driving a freight about to enter the main. Doing this would be the easiest fix, I assume. It would also significantly increase gameplay possibilities.