Focusing on this part, I was looking at modeling programs and came across reference to a file format called .DAE that is a cross-platform format related to COLLADA.
http://en.wikipedia.org/wiki/COLLADA
I only recently learned about this so I may not have everything on it. However, this format can be used by several different modeling programs including Autodesk's, Blender and Sketchup, all known tools used by creators here.
Auran releases meshes both on the Wiki and the Content Creation CDs in MAX format, also gMax on the CDs. This means users of other software have to convert those models if interested. If meshes were released in .DAE format, that one file could be used by anyone (except gMax users) without conversion. This would be support for a broader group of creators.
Also I am no expert on things computer related but I wonder if this .DAE/Collada format could somehow be made to interact with the current Trainz tools that take XML models and make them into Trainz meshes.
Next is the Wiki information. Example, I went looking for the KIND:enginespec and noticed several tags have no description, luckily most if not all are in the old CCG. It would be half-temptiong to just take the CCG info and paste it into blank areas of the Wiki but would the info be correct? I noted tags that used to be marked as 'not used' do not have that on the Wiki.
Yes, tutorials for some areas would help but I think there were few who knew how to do those areas.
Scripting is one, all the available tutorials deal with scenarios and that was actually moved away from. Nothing defines what script errors mean or what else can be done with scripts. I tried two different scripts on a reskinned locomotive, while they are fine in CM, they kick script errors when placing the engine in Surveyor and I remember how hard it was to get answers on what script errors meant back when TRS2004 was new because not many knew scripting.
Enginespecs and soundfiles are others that could do with good tutorials on them.
Also the entry in the Wiki for
KIND Track - (including Bridges and Tunnels) and scenery splines are built using TS2009 Stitched track left me lost for a bit, I tried doing a simple spline bridge as KIND Track but while not displaying errors it never showed, I had to go back to the Classics KIND Bridge method to make it work so the Wiki entry leaves me lost.