Fair question, the naming is the visible part, but it's not the point of the mod.
The core of it is the L and P signals sent to the station.
L (train limit) is only emitted when every wagon's dedicated buffer can be served. Vanilla circuit setups read one big station-wide buffer, so a station with 3 wagon buffers where only the first one is full still says "I can load a train". The train shows up, fills wagon 1, and then sits at the platform for a long time — while another station was actually better balanced. STC checks each wagon's buffer individually, so that station simply doesn't advertise itself.
P (priority) is computed automatically from how empty the station is: a fully empty station outranks one that still has stock. On top of that there are priority tiers, so you can favour some stations over others — e.g. prefer iron coming from a productivity-bonus smelter over a plain one, or drain a specific buffer first.
So yes, you still write your own interrupts / schedules — the mod doesn't dispatch. It makes the numbers the vanilla dispatcher reads actually correct at the wagon level.
The auto-renaming came later, and it opened up a second idea: mixed stations. With the advanced (multi) module, one single station can alternately request ore and coal — handy for smelting setups — instead of building one station per resource.
On the blueprints — good call, they're now in the mod description, one per mode:
- Mode 1 — one main combinator, two generic probes. Note that each probe is wired to its own chests and only to those; that isolation is the whole point.
- Mode 2 — same probes, but the multi-resource brain: one station, several resources, renamed as it claims them one at a time.
- Mode 3 — typed probes, one per resource, each with its own independent buffer and its own train length.
And if you want the other half of the loop, I made a companion mod: https://mods.factorio.com/mod/train-foundry-stc — it builds the trains and the schedules from the station names STC produces.