Very accurate points, and I having recently experienced real-life driving, I understand that the limits of even normal cars extend beyond the limits that they have in simulations like the Simbin GTR series, but all I'm asking for (and others, too, I'm sure) is to make it like TDU, which was a perfect balance of sim and arcade.
The problem with TDU2 is that the handling doesn't change as speed progresses. TDU was great because you could drive the island for two hours straight driving at normal speeds and it would feel fun, and like driving. And then you could drive around the island at Gumball 3000-speeds, and it would be completely different - and just as fun.
What I'm worried about with TDU2 is that the identity of cars (FWD hot hatches, heavy rear-wheel-drive sedans, raw stripped-down racers, lightweight/low-power sports cars, etc.) and speeds (low-speed cruising, high-speed cruising, relaxed mountain runs, bilsteringly-fast hillclimbs, etc.) will be lost, and every form of driving will be one boring mesh of the exact same feeling.
-Leadfoot