Yes, I have. Not using blender, though the principles should be the same. In essence, you haven't fully understood what a lofted object is. A lof in itself is any object that can ben extruded with a certain cross-section. Tracks, roads, certain brick walls, embankments, those sort of things tend to be lofts. See the image below for an embankment loft I made a while back. Pay close attention to the axis (X = red, Y = green, Z = blue).
In your 3D modeling software, the model you export only needs a certain length to tell TS often to repeat the texture in the loft. I've included the UV layout in the picture. As you'll see, the texture needs to be in the vertical direction. On this model, the texture is mirrored across the middle, to conserve texture space.
Not very helpful, but fortunately there's a bit of a hack to make what you're aiming for. TS supports lofts with 'intermediate' geometry. Intermediate geometry is just a regular scenery asset that you specify in the loft blueprint, and it will repeat at set intervals. This way you can have a wooden fence with actual 3D posts (the fence itself just being a couple of lofted planks, the posts being the intermediate geometry).
Now for the hack, set the single element you've just made as the intermediate geometry, create an invisible loft (there's the LoftBumpTrans shader for that), and presto! You'll be able to specify the distance between the intermediate geometry in the loft blueprint. There's also an option for starting and ending geometry. This is how you can do nice platform ends for instance.
Railsimilarity did a couple of blog posts on lofts, well worth a read (the entire blog is).Hope this helps a bit.
Final nitpick: Seems you're losing quite a lot of space in the UV unwrap. Unwrapping is no fun at all, but in terms of performance you really want to use as much of the texture space so you can use as small a texture size as possible.