Last time we talked about Astro Trains, there were a whole lot of interesting ideas that got thrown out. I'd love to see some of those implemented - for example, capturable Astro Train Stations (hint, hint). But that's going to need to be part of a larger effort.
Your Cargo trains resourcing idea sounds interesting, but very complex without really adding anything. The AI doesn't use M+C, so you are inventing a secret backend conversion rate between player resources and AI events. Unless this is something obvious, it ends up seeming arbitrary and capricious - something most players don't like. Even if it IS logical.
Combining this with a hack also complicates things - how do you display such income? If it's a continual drain hack, it'd better be some pretty immense income, too, which makes balancing a problem.
The "Detonate Trains" hack could be useful... but I, for one, would NEVER would to detonate a nuke if I could possibly avoid it. On the other hand, preventing spawning of those train types would be very useful. On the gripping hand, balancing that (and handling the UI display of the effect: time left, etc) would be awkward - would it lead to an increase in other undesirable trains types, for example?
"Bug Trains" - this'd be a fun one. I'm assuming you mean "HaP cost" rather than "AIP cost" though. But yes, I think a hack that revealed where every train and train station was would be useful. Possibly something like a one-time cost, but the effect only lasts as long as your hacking station exists. Unfortunately, I don't think it'd really workable to give visibility to just the AI Trains or Stations, though.
I think that the hacking/astro train connection is going to be important to keep in mind. However, I think a lot of people are a little unhappy with how the Astro Trains plot works at the moment, so until it gets reviewed, I don't see much happening with it.