Being tucked back in a corner doesn't mean Miller has to be meek. The branch line making a big left turn into Miller leaves a large enough space behind it for the sawmill and switching it from both ends solves any reaching for turnout throws, problems. Having the turnout for Ol King Coal come off the higher logging line allows for a coaling dock and requires a longer switching move, increasing the visual size of Miller. There is even room for La France. A turntable is another necessity in this end of the branchline town, turning both logging and branchline engines as required. City Service Oil and a Freight Station round out the branchline customers and add variety to the rolling stock requirements for Miller. A printed city background across from the station adds to the illusion of a bustling city at the end of a branchline.
The length of this branch helps reduce the grade up the logging line. The run around at the log pond allows you to push the log cars up the grade to the run around at the station. From there the log cars are pushed up to the last run around at the logging camp. There the last of 3 run around maneuvers is completed to push the log cars up to the spar tree. All of which will be repeated on the trip down to the sawmill. These maneuvers are required by safety rules which state "The engine must be on the down hill end of the log train to prevent run aways".
Of course this is only a concept drawing. It positions buildings away from turnouts, it suggests a starting point for the track and benchwork. It estimates elevations and says things like "If there is a stream there needs to be a valley for it and a trestle (I love long, curved trestles) for the track". I actually think it should be pushed back from the trestle towards the wall. And the biggest 'of course ' of all, this will be the last section to be built. I could start on some trestle bents though.