Lol there’s logic to the blockage argument. The issue here is that the power puzzle in BMS C2A2A IS THE CLAW (at least obliquely). What you are doing in this section before B1 is essentially DUPLICATING the claw, which reintroduces a blockage element. Gameplay wise, this is redundant and you reinforce that redundancy w/a door. I tolerate the redundancy in the form of a claw on the grounds that it’s true to HL whereas the door is not. The security door is ALREADY present at the end of the claw puzzle which is a stone’s throw away.
In any case w/e. I do think you’re getting a bit too worked up over this door thing. Realistically, this segment of OaR should be retitled “On some Shoes,” both here and in HL. Once you get to the office complex, the vast majority of your travels are ON FOOT. You can’t expect to drive your tram simply through the middle of the HECU/vort battles…the BMS soldiers will gut you alive, and if not, the tripmine traps will at the bends. It’s like this section in HL was almost made as a deterrent to tram travel…only the electrified rails speak otherwise.
Also, assuming the player ditches the tram during your map, the next map that loads (BMS’ B ) instantly terminates tram travel anyway and takes you to another office complex, then the rocket where you get a new tram. So what I’m trying to say is that the on foot part really doesn’t last very long in the grand scheme of things. It’s only when you get to E-F that tram travel actually matters.