TL;DR
A faster, late game train and carts which change what a train can do.
What ?
I suggest a second type of train, used for late game transportation. This would be an electric train. That means that it would require electricity along the rails anywhere you want it to accelerate, and if a certain number of rails go by without electricity, the train would start to decelerate and eventually stop. Alternately, a new type of rail which is electrified could be used.
This new train type would be much faster than the current trains, but able to pull less. Currently, trains running on rocket fuel can have a large number of carts without its maximum speed being lowered. My version of electric trains would only be able to pull 2 carts at maximum speed. The current maximum speed of trains is around 300 km/h. Electric trains would go at around 1250km/h, mach 1. Each cart beyond the first 2, however, would reduce the maximum speed by around 250 km/h. That means that with 3 carts the maximum speed is "only" 1000 km/h, 4 carts would be 750 km/h, and with 5 carts, it would only run at 500 km/h. Still faster than with the current trains. Anything beyond 5 carts would cause the train to be unable to run.
I propose that along with the new electric train, modular carts be added. These would only function with the electric train, and would provide a special boost to the train, not unlike current modules for armor. All of these, except for one, would also only count as only half a cart for speed reduction purposes, as well as for the 5 cart limit. If the "number" of carts is not whole, it is rounded up. For how many carts each train can pull, module carts are ignored. Each cart would have a small inventory, most likely 10 slots, and could draw items they use from other carts. Only a total of 5 module carts could be added to any train. The types of carts would be:
Artillery Cart
Condition Cart
Blueprint Cart
Construction Cart
Speed Cart
The artillery cart is just as it sounds, a cart which would shoot explosive shots at any enemy within range of the train.
Most likely a new ammo type would be added, but it would also be interesting if it just shot out grenades or cluster grenades which couldn't cause friendly fire.

- Artillery Cart.png (11.77 KiB) Viewed 10856 times
The Speed cart would increase the speed of the cart but also increase the speed reduction per cart. I feel like the speed increase should be 250 km/h per cart, but increase the reduction by 100 km/h. This would affect the speed as follows:
Maximum Speed per speed cart additions
Normal Carts 1 cart 2 carts 3 carts 4 carts 5 carts
0 1400 1650 1800 2050 2200
1 1300 1550 1700 1950 2100
2 1200 1450 1600 1850 2000
3 1100 1350 1500 1750 1900
4 1000 1250 1400 1650 1800
5 900 1150 1300 1550 1700
Speed carts could lead to major gains in speed, but at the cost of a large amount of potential inventory space.

- Speed Cart.png (12.05 KiB) Viewed 10856 times
The construction cart would allow for automated expansion. With this cart attached and rails in the train's inventory, the train is able to place rails down under it as it goes. Not only that, but the train can ram into anything in front of it and keep going, as it places down rails behind it. This obviously allows for easy expansion of a rail system.

- Construction Cart.png (11.59 KiB) Viewed 10856 times
The blueprint cart is a type of automated roboport. You can place construction bots in special slots, as well as a blueprint book. These do not count as part of the cart's inventory. This cart also counts as a full 1.5 carts, as it would have a normal cart inventory size as well as modular capabilities. With this cart equipped, the construction bots can be told to place down blueprints, tear down anything around the train, and place down landfill in front of the train if paired with a construction cart. The blueprint placed down could also be changed to others in the book if certain conditions are met.

- Blueprint Cart.png (10.57 KiB) Viewed 10856 times
The last cart is the
conditions cart. This takes certain events taken by the train, such as how much of a certain item is in its inventory, how many tiles have been traveled, or conditions set by a station uploaded to the train (an item and number, like with inserters or any other circuit network item), then has the train take a certain action. The actions could be switching the blueprint, uploading a different condition to stations it passes, or placing down a rail curving left or right when paired with the construction cart.

- Condition Cart.png (12.05 KiB) Viewed 10856 times
Why ?
I often see the problem in my games where trains take forever to reach far off stations due to all closer stations being depleted, which can be solved by both faster trains and the speed carts. Trains also seem to be far from fully realized. The potential for them is huge, but they are simply a type of mass transportation, a passive part of many bases, rather than the active effort they could be. I feel like this would add depth to the game.
EDIT: Everything I say here is just an idea. If the devs decide to take anything from it, I'm sure they can balance the mechanics better than I ever could. For instance, in my original post, only 5 carts would be able to be pulled, but if added to the game this would most likely be changed to a higher number, such as 10. I also stated (rather confusingly) that modular carts would count for speed reductions but not for maximum cart limits. Instead of that confusing idea, it'll count against both speed reduction and the maximum possible carts, which I updated my post to state.