I can't shake this feeling that something's wrong with Tsukuba. Could it be more fun to drive on when there are fewer cars on the course? Or is it that the provided Honda S660 should've had a power closer to its stock amount?
Moving on, I had some ideas regarding the Daily Race format. First-off, I've noticed that both Races A and B are typically around the same length, with them being hosted every 20mins, whereas Race C is hosted every half-hour. I have a proposal, you see, either for GTS or a future GT game if it ultimately uses the Daily Race format.
The first element would be that upon selecting the "Daily Race" tab (which would be renamed to something a bit less time-dependent, in case PD wants to rotate them on a different basis) you'd be then prompted to pick between the "Sprint" and "Endurance" races that are available for this period. Not to worry - the term "endurance" will not indicate the races' duration at all, but rather that the races' duration depends on a quantity of time, rather than lap count. Upon selecting either tab, you'll be shown a variety of races, all of which will rotate weekly. There may be more letters than just A, B, and C, potentially offering a wider variety of weekly races, and as one moves down the alphabet, the length of the event will increase proportionately, and the times each race is hosted will reflect this.
More often than not, fuel/tire depletion will always be on in one way or another. For example, in a race where these would've been disabled, they'd simply be put on 1x, so that they'd have depleted by a negligible amount by the time the race ends. (I wonder if it may be good to match the amount that one is increased to the other - ergo, if tires are set to 2x, then fuel would also be 2x.) In addition, drafting strength and grip off-road would typically be set to realistic. Finally, for most races, I'd enable light damage, as I hypothesize this will make racing cleaner, in addition to the penalties, and the bonuses given through consecutive clean races. Of course, there could always still be races where these parameters are played around with, on occasion. I, for one, almost sort of liked that Nations Cup race at Fuji Speedway with N500 cars, where the tire wear was unusually high.
I also propose the the maximum length of any race should be similar to the races exhibited in GT3's Endurance League. I felt like that was a reasonable medium. GTS' Endurance League comes close, but I wouldn't mind a race that goes for just a bit longer - especially online.
Next, if/when real-time weather and time-of-day returns to the series, then the real-world weather conditions/forecast/lighting of that course could be reflected in-game, rather than having it be comparatively random or dependent on one of the players' location.
I will try to wrap this up with what I'd do for the restrictions regarding the cars themselves. Like we see now, I'd almost always have BoP on and settings disabled, with occasional exceptions like this one Nations Cup race at Suzuka with the W08. However, I'd also potentially enact "sub-rules" on the car selection, such as a Gr.1 race where you can only use Group C cars, or an N300 race but you can only use cars that come as-is within N300, with N200 & N400 cars being among the prohibited vehicles. Other ideas could include a Gr.3 race limited to Super GT300 cars, including the WRX STI and Lancer Evo X Gr.3, as well as FIA GT3 cars that've appear in GT300 such as the BMW Z4 GT3. This all could even further diversify the races that we see, making things more fun than just limiting ourselves to either one-makes or allowing the entirety of vehicles within one of the "staple groups."
There could even be a "motif" to the rotated races, wherein on occasion, some races could be partially modeled on real-world motorsport events going on at the time. Think of this as being like an "event" mechanic in other games.