@Jeinselen Mostly Modifiers with a very simple base mesh to define the shape (4 verticies for a switch for example). Geonodes for booleans with collections or copying meshes incl. modifiers to layer other modifiers on top. Subd modeling for the cutter for the switches, geonodes did work but got me some weird shading issues. Yeah beveling in geonodes not possible yet (it‘s worked on though), so that‘s the biggest constraint, for the frame I extruded a profile curve along a path because of that.