My question is why? I'm not being a dick, but why not just spend a little more time making all your tracks look better. It really wouldn't take much more effort... As it stands you have a glut of tracks that are in a semi state of unfinishedness. It's not a race to see how many tracks you can do and I'm more than sure most here would really appreciate you putting a little more effort into them... Hell you might even too
@Jimlloyd -- It almost goes without saying, I think your work and the tracks you produce are some of the best we have for AC. Everyone knows this, and I'm excited to read any new posts about your work, and of course, new releases. For you, doing all the additional work to make your tracks so stellar in quality is probably "easy" for you (though it's still a lot of work). It's obvious you've gained the experience and know what you're doing.
@__EASY__ -- I've been "following" your work as, a few months ago, you released quick updates with VAO patches, grassFX, and other modifications to several existing tracks. Then recently you started converting tracks from older sims. To me, you're skill to produce mods has progressed and improved, and I, and many others appreciate this. Any other work that anyone takes the time to do, no matter what the level of quality should be appreciated. What you're producing now is pretty good, and I expect with time, you'll learn how to "perfect" them, and your conversions and mods will get better and better.
If I were to criticize anything about your mods, the first thing I'd mention is that the low-poly edges of the visible track, specifically around corners, needs to be updated. This is carried over from tracks from older sims where you had to keep the poly-count lower. They aren't smooth and rounded, as newer tracks should be for AC. Updating this would require doing some more advanced modeling work to smooth those corners. The easiest approach would be using a smoothing modifier to exponentially increase the polygon count. For example 3D Studio Max has MeshSmooth, TurboSmooth and other modifiers. They're very powerful if you learn how to use them, and I'm sure Blender has something similar (haven't really used it yet myself).
Of course, once you do this, the road textures/materials would need to be re-mapped, and while doing so, you should model the white track side-lines and other markings separate from the track itself, as this improves how they render in AC's engine, especially in VR. With that then, you'll need to learn how to conform these to the track surface (it's really not that difficult, but there's still a learning curve).
Overall, I greatly appreciate your work, and I notice when it's obvious you've learned something and it starts showing up in your new mod releases.