...Which is precisely the conclusion I put in the end and beginning of the text. And if my conclusion is true, which I invite everyone to refute, this suggestion doesn't simplify automatic doors.
Wouldn't really simplify no, but it wouldn't make more complicated either, it'd be about the same, only;
1. We can bin the Trigger Area Controller block and free up a Block ID.
2. No other existing fixed logic system in the game rail or otherwise is capable of doing what this could do, which is to be able to correctly trigger and handle objects of any size.
I'll give an example to get the point across.
You've built an internal docking bay with 8 docking bays and a rail system that guides docking ships to their dock points, hangar doors open and close behind them and they're guided by rails to a free space.
You've built your trigger door, with trigger areas on both sides of the door, where it opens from one side and closes on the other. Only you've built this place for visitors and have no idea how large the ship that docks is going to be. (Let's say for arguments sake they're smaller than the maximum and fit inside though)
Using the tools you currently have, you'd just have to guess how long to delay a door and how far apart to space the trigger areas. Or to avoid problems, you'd have to measure your docking bay and see what length the biggest possible docked ship would be, figure out the correct maximum delay timer of how long it'd take an object of that size to pass through the door based on rail speed and you'll likely have to figure this out through trial and error. Or you could just use an activator under when the ship finally finished docking to close the door.
Where with a sensor that detects a presence you just have your triggers on both sides of the door, link it up and forget about it. So in that sense it is simpler. You'll never have to space out trigger areas ever again for certain tasks, they can always be just on both sides of a door.