The problem with any kind of logistics that I had faced back when I made the conveyor belts in Zulser (half a decade ago, jesus) was that the pathfinding was not accessible from lua in a way that I would need it to be. There was a real danger there in transporting any kind of good with minecarts or similar, namely that you get a deadlock.
If you assume there’s a “source” of items (i.e. a station where items depart on your vehicle) and a “destination” (i.e. a station where the items arrive), you’re ending up with the weird situations that the AI will move items to the source, it gets transported to the destination, and then picked up again and - if no closer storage is available - it’s put into the source again. Rinse and repeat.
There’s quite a few ways you could avoid that - Zulser for example did multi-stage pathfinding to work around this, but you could probably also tag items for some time - but none of them are really satisfying, neither for the performance nor for the functionality.
For the pathfinding itself, unless they’ve added access to the navigation graph (which I doubt), then most of the things you could do are just flat out not feasible. This includes portals, teleporters, any kind of vehicle to shuttle stuff between A and B, and more. You could implement some of them, but they would have some rather nasty drawbacks.