My layout is based around a slightly modified Minories terminus. I've added a loop from the incoming line directly into the third platform, and extended the loco spur into a short fourth platform:
One thing I hadn't considered until now is the correct positioning of trap points. I think I need one from the loco spur/platform 4 to prevent moves onto the outbound line. But do I need any more? I was thinking potentially another might be needed in the platform 3 loop (adjacent to Thomas) to protect the inbound main line. Platform 3 itself is protected by the kickback siding.
Once an engine attached to a train, was afraid of a few drops of rain...
Whatever the rules say one wouldn't look wrong, but you could always put in a point and create a loco spur. If you do put in a trap point be sure it deflects to the right, ie away from the running lines.
The kickback siding needs a trap point to prevent incorrect movement onto the 3 way* point.
It would be helpful to understanding if platforms locations were indicated.
*And a suggestion, hurl the 3 way point into the outer darkness, it's a no-good space saver for facing direction operation. There's room enough to have a LH then RH point which will work reliably.
I was thinking to ditch the 3-way anyway as it isn't that reliable and the polarity switching can be problematic. A left-hand followed by a large Y off to the siding would give the best angles.
The platforms are 4 furthest left, 1, 2, 3. So then, we need:
-- Left-hand trap exiting platform 4.
-- Right-hand trap exiting the loop to the inbound line, or a normal point to a loco spur/brake van siding. A siding could be modelled as overgrown, semi-derelict and used mostly as a trap. But it would then shorten the run-round loop if worked with the far point; local trains would likely have to propel onto the running line and run the loco round in the loop rather than the other way round.
-- Left-hand trap exiting the kickback siding to platform 3.
Once an engine attached to a train, was afraid of a few drops of rain...