Ha ha - well, no, not ALL of that, exactly, although you could try 🙂
What I have started to do now, is when I start a new region I first build a "utilities" city; find a basic, boring city and zone in just enough low wealth RCI to bring in tax income, do a basic grid for the roads, and don't let the buildings grow beyond medium density. This utility city holds all the water, power and sewer services for the entire region. Put the water plants next to the sewage plants (always - sewage filters and then dumps water into the ground. You never need to worry about water or filtration pumps if you put your water pumps next to the sewage plant). I wait until I have enough banked money to plop 2 each fully maxed out water and sewage plants and usually 5 or 6 maxed out oil power plants, and set them to to buy oil from the region.
Make sure everything is running, go to region view and share all of this with all the other cities in the region. Then, transfer all the simoleans you have left over to the next city you're going to play and load that city. You never really have to go to into the utility city again, but if you do, as soon as you load it - turn off all the extra utilities while you're working in there, and don't forget to turn them back on before you leave. Your goal here is to provide the utilities without actually having to pay any upkeep, so don't run the oil down enough that you need a delivery.
As far as education goes, the regional sharing of unlocks works really well. You only have to use a university in one city, and the unlocks will definitely share among the other cities in the region. I personally prefer using community colleges in all the other cities. It's cheaper and more efficient to plop 5 - 7 community colleges around the city rather than expanding one college and hoping to get the education and tech levels to stay up throughout. If you plop them strategically, all students can walk to the nearest college which reduces traffic immensely - and the tech levels travel along the roads, creating a much better coverage to keep your industry happy and staffed.
I do plop dumps in every city; for me, it's much easier to just manage a smallish out of the way corner than it is to keep such a close eye on regional sharing. I rarely use recycling plants, unless I'm building a high-wealth highly educated city. But that's just personal preference. I find recycling works the best when your city has at least 3 hats of education before you start. And education is basically the name of the game in SimCity. The more education, the higher the happiness, the lower the crime and fires. If you're experiencing problems with any of the other services, instead of building a bazillion fire stations, for instance, take a look at that education map and plop a few more colleges to make sure everyone gets and stays educated.
If you don't share education or have tourism, you can get away with no regional bus stations at all. Sometimes I try to plop a few shuttle bus stations, which will move your Sims around the city, just not from one city to another. As much as they touted this as an online, interconnected regional play game, I've found that it works best for me to think of each city as an island unto itself, at least until I get it running well on its own. Then I can branch out and do stuff with the other cities - CoT expansion and Omega and stuff like that.
This is just the way I play it, there are no "rules" that say you have to do it this way. And tbh, for the longest time I felt like I was cheating somehow by using the utility city concept. But it's really helped a lot, now that I get the hang of it. I do a "cash cow" city (generate as much money as quickly as possible), then transfer the simoleans to help start the utility city, then run the cash cow for a couple of months more and transfer the simoleans to start the "real" cities that I'm going to play. It has worked pretty well for me.