That is my expectation for PD, at the minimum....
Well... no developer has been able to deliver anything remotely like that, even with outsourcing, so I'd temper those expectations just a scouche.
I do want a lot of that though, obviously, as I want all that legacy stuff also. And more fantasy tracks too, because to me, PD are the kings of designing fantasy race courses. Trial Mountain and Deep Forest have the feel of a real world track, while Mid Ohio, a real world location, strikes me very much with the look and feel of a fantasy location. So I think PD know how to build an original location right.
Hopefully PD will give us all that legacy stuff in GT7 with a nice face lift. It should be less work because there are no finicky real world metrics to have to match to the millimeter, and hopefully PD will invest in or make some good, efficient tools like Speed Tree for some good trackside foliage. I can think of a modern developer or two still using foldout trees which I would nudge in that direction too. Having lots of cars is a boon for a racing game, but a wide variety of tracks is just as important. Forza 2 and 5 suffered from track recycling fatigue, and I don't see any reason to have it in GT7. Another good reason to have lots of tracks is to provide league-appropriate locations to support league based racing.
And yes, give us LOTS of cars to race. I'm hopeful that the team can whip those Standard cars into SemiPremium shape. The two main gripes against them are ugly low res skins and a lack of interiors. I don't recall anyone complaining about the low poly car models or the Nerf-like engine bays in GRID Autosport, and I would think that this would be a much easier target than the 200,000-plus Premium models. Give them some internal details and damageable body panels, and I'd think even a few people here might not mind them so much. Again, league-appropriate racing requires league-appropriate cars, enough to fill a grid, so I hope those modeling and art teams are working those mouses and tablets hard.