Gonna cover a few things here, mainly with speed limits. First thing is where are they? When you drag the track selection tool over a section and change the speed limit on one section of track, that info is written to the tracks.bin file;
<Network-cTrackNetworkSpeedLimit d:id="484353416">
<_start d:type="sFloat32" d:alt_encoding="0000000000000000" d: precision="string">0.0000</_start>
<_end d:type="sFloat32" d:alt_encoding="00000040507C0240" d: precision="string">2.3107</_end>
<Property>
<Network-iTrackNetworkSpeedLimit-cPropertyValue>
<Primary d:type="sInt32">30</Primary>
<Secondary d:type="sInt32">20</Secondary>
</Network-iTrackNetworkSpeedLimit-cPropertyValue>
</Property>
</Network-cTrackNetworkSpeedLimit>
The default speed limit is not stored anywhere in the actual route - that's part of the info that is generated each time the route is loaded, taken from the values in the track rule(s). To globally change the speed limit on tracks that you haven't manually set the speed limit on, open the track rule in RW_Tools and find the speed limit;
<DefaultSpeedLimit>
<Network-iTrackNetworkSpeedLimit-cPropertyValue>
<Primary d:type="sInt32">60</Primary>
<Secondary d:type="sInt32">40</Secondary>
</Network-iTrackNetworkSpeedLimit-cPropertyValue>
</DefaultSpeedLimit>
And change those numbers. That's only if you're using a custom track rule and include that track rule with your route, if you change one of the default track rules then YOU will see the different speed limits but the end user will get whatever is default to that track rule, since like switch points and frogs that is generated from the track rule each time the route is loaded.
Before going on to the next part, this is one of them "I thought EVERYONE knew that!" things: When you're in the world editor, if you have the track tool selected and hover it over a track section, a little window appears that tells you length, radius, and gradient for that section of track. Hit the spacebar while the track tool is active, all the track disappears and after a few seconds reappears as colored ribbons?!Hover the cursor over the track again and you'll find this is a cycle of different info for the track;
1 line type (main - yard etc.)
2 track direction, up down or both
3 speed limit
4 track sound
5 electrification
6 signal links
7th press takes you back to the regular display.
With that in mind, click the track tool then the selection tool, click and drag on a section of track.
Pull out the right side flyout. Top is track rule, AFAIK you can't change that, if you get "multiple track rules" the rest of the fields will be blank so you need to select a shorter section. Bottom is some type of special collision properties, dunno what that's for. When you're laying track you can also change these properties, for example add overhead wires to track that don't have it by default, or change the track sound while laying in a canyon. Usefulness of being able to change afterwards should be obvious, instead of deleting and relaying track if I decide I want a tunnel I can just change the track texture and sound where I want my tunnel to start and end. For this excercise I'm just changing the speed limit on this section, after doing that I hit the spacebar three times;
And get the speed limit display. Blue/yellow ribbons are the default 60/40 that comes from the track rule file, others are ones I've changed;
If I manually change the numbers and go back in;
That section changes to reflect the new numbers. Why is that useful, if I change a whole bunch of junctions and yard tracks to 30/20 and later decide they should be 25/15, I can do the global search replace in RW_Tools instead of having to change them all in the world editor.



Hover the cursor over the track again and you'll find this is a cycle of different info for the track;
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Second, you can cross your Ts and dot your Is, I prefer to cross my eyes and dot the Ts, whatever floats your boat.
What I'd like to know now;
That one hacked DB101 I attached the zip for, did you try that? I forget what it was, but something like 140mph on a 300 meter radius curve, which in the real world would be impossible even with counterweights and titanium flanges. Back later, think I'll get a quicker answer on the prototype question if I post that pic in the General forum. 
Well, didn't get an answer yet, but it's moot now;