I also had a similar job progression as you did and I can empathise. When I was on the tools back in the day. The company I worked for had a slow laborious process of hand wrapping a thin film of uncured rubber around a short brass tube. The film was cut from a roll and separated from a backing layer before being applied. I mocked up a machine from odds and sods that mimicked the hand process. It showed it could be done automatically, many times faster than by hand with no risk of contamination of the rubber film. The mock up was handed over to a young design engineer straight from uni, who did not want to discuss my original machine because he was 'going in a different direction'. He came up with the most complex piece of kit you could imagine which cost many thousand GBP. It never got through commissioning into production. The mock up continued to be used for some time until it was simply copied with more robust parts.
I worked with the most brilliant engineer I had ever met many years ago, and he was a card-carrying MENSA guy (no joke).
I was never considered very bright in school, and never made more than a passing grade.
The MENSA guy's design philosphy was basically make everything as complex as possible, in order to showcase his genius (and he was a genius).
The problem was that the maintenance folks who had to work on his designs basically just scrapped out the electrical enclosures, tossed all of his design in the dumpster, and installed something else that used 1/4 of the parts, worked better, and never needed maintenance.
So I generally think about what sort of design I would do, and then I think about the folks who would have to maintain it, and then I make a much more simple, robust, and maintainable design.
Its a good lesson to learn.
Overdesign can be as bad or much worse than not enough design.
The keys for me for design are flexibility, modularity, expandability, generic and readily available replacement parts from several manufacturers, simple, cost effective, reliable over the long term, and easy to access and maintain.
There are many important facets to a design, and your design is not done until you have considered all of them.
The saying is "Less is More".
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