Golf involves hitting a smallish ball. And tennis involves hitting a smallish ball. You certainly can hit a golf ball with a tennis racquet, or a tennis ball with a golf club, but that does not necessarily mean that it a brilliant idea to use a golf ball when you play tennis, or a tennis ball when you play golf.
If your goal is to simulate switching in a small town in a somewhat realistic way (which seems to be the original poster's goal), it is not very clear that creating a puzzle switching game is a good way of achieving that goal.
There are many ways of creating small switching layouts that create challenges without being a "combination of Rubiks cube and a Time Trial", as Craig so eloquently put it.
Lance Mindheim has a series of books (which you can find e.g. on Amazon) about how to design, how to build, and how to operate a small switching layout based on prototypical practices.
Smile,
Stein
I think there's too much emphasis on prototype in layout construction. Union Pacific, Santa Fe, Burlington Northern, CSX, CP ... all the thousands of smaller and shortline railroads ... they didn't build their track configurations for "the enjoyment of running trains". If you more accurately mimic prototypical design opportunities the layout will become more dull, making train moves as simple and efficient as possible. I don't want that! I want it to be really interesting with lots of moving around, back and forth, turnout control, pickups and drops, pushing and pulling the same car, waiting for track to clear, and require some thought process as to how to get to a car and how to put it where it needs to be.
I don't see anything wrong with taking a 'puzzle' layout and expanding it so that scenery fits. I don't know that 'Time Saver' is the exact arrangement I'd go with, but using it as an example, it seems like it could be a good small town on a bigger layout. Though again, I'd probably stretch it out so that more buildings and scenery could find their way in between the tracks.