max_godot sorry, I wrote 2 twice. it's fixed now.
for the first 2:
I think you can change the dimensions of a collider's BoxShape3D, at least in godot physics:
https://docs.godotengine.org/en/stable/classes/class_boxshape3d.html#class-boxshape3d
some tutorials make you change the collider dimensions, so it should work.
as for how, I would put the conveyors in a voxel/matrix so you can run an algorithm to find lines of conveyors, then spawn the colliders in a staticbody3D with the dimensions and in the positions where they have to collide. the colliders would be updated whenever a change is made, the easiest way would be to remove all colliders and spawn them again. If this is done one single time on a click, there shouldn't be much lag or at all. I did something like this but for road building, but I used bitmasks. This would be far more difficult.
put your voxel/matrix in an autoload for easy access and update it whenever a conveyor is created/destroyed.
This would involve changing the way your game is structured to something like in a city-builder, puzzle or RTS.
I have "pages" of code for doing this, it gets messy and complexity increases exponentially with every feature, you need a good grasp of math and algorithms. I don't recommend doing this just to get rid of a bump.
edit: for option 3:
when the conveyor is created, cast rays left and right of the conveyor. if it detects a conveyor of the same type, remove both and replace them with a double conveyor.
when a conveyor is spawned, like the double conveyor, it casts rays left and right, then it can detect other types of conveyors. if it detects one single conveyor, it removes it, self destructs and spawns a triple conveyor. if it detects two it turns into a 4-conveyor.
and so on with every combination. for a small game this would be enough or reduce the collisions enough.
It's better to calculate every combination beforehand and use a variable with a number to check for type. bitmasking is also useful here.