I'm sorry but I don't agree at all; I think it is disingenuous to say that it is miles behind GTS/7.
After racing for hours online and in career of GT7. GT7 has no way for you to share tunes with other people. GT7's online racing lobbies don't even have voice chat enabled.
All the racing in the career mode of GT7 is catch the leader; that alone really kills any intention of it feeling like real racing.
The only thing Forza really lacks is a flag system; not that the flag system in GT7 means all that much in online racing. GT7 does technically have a qualifying system but without voice chat and real community communication, no host ever really uses the system in online lobbies. The main advantage GT7 has is the custom lobby browser but the custom hosting system is absolutely awful in its current state. You can upgrade cars and get shared tunes while in an online lobby in Forza 7.
With how broken the current physics engines are in both games, I really don't get if qualifying really matters much at all. In GT7 you have 98 Integra Rs absolutely demolishing race cars (including hypercars) around the track and in Forza the same is seen with a Honda CRX.
I'm honestly trying to figure out exactly what is "deep" about GT7 racing yet "shallow" about Forza 7.
This is not me saying that the games can't be improved, I think both games have a huge amount of room for improvement and I'm happy Forza took a break.
I'm not really talking about career play as both games have terrible career modes and AI. That being said, I don't really see how improvements to the depth of the racing wouldn't help, even if it would be harder to see there than in competitive multiplayer.
I count the tune sharing stuff and server lists as QoL features more and not really things that impact on the on-track racing that much. I suppose you could argue it's harder to be competitive without being able to download a tune though, or that you could find better racing with a server list. FM7's lobby chat breaks 75% (or more for me personally) of the time anyways, so might as well not work there either.
I wasn't even thinking about the flag system, Forza lacks too many other things:
-No tire compounds, not even to select in the upgrade shop, nevermind change to a different compound during a race
-No ability to choose when to switch to rain tires
-No ability to change fuel load/short fill/splash in the pits
-No ability to choose to not change tires when pitting
-No ability to adjust fuel burn and tire wear rates in the lobby settings (hell, we can't even turn just one of the two off)
-The drafting model makes no sense to the point it is essentially broken
-Tire wear model is super simple, and it's rare that even comes into play since most cars run out of fuel waaay before tires
-No more progressive damage for individual parts of the car, meaning you no longer slowly take damage for hammering kerbs or etc
-Weather is currently very scripted-feeling and simple and lacks more precise controls, and without the tire strategy is a little hollow
-You can't even control time of day between the various available options, and the available options make no difference for track temp
Tire compounds and progressive damage were features lost (FM3 and FM5, iirc although obviously it has been a while) that shallowed up the racing from what we once had, and previous games in the series have had better drafting models that at least made sense.
It's pretty simple to see the differences in practice, check out someone like Super GT who plays both, and watch his GTS/7 daily race videos and compare it to his Forza Enduro GT hopper runs. Or you can watch GTS World Final things and compare it to FRC events.
A 20-ish min daily race in GTS/7 like they had 2 weeks ago or whatever at Daytona saw people trying to save fuel and pull a no-stop, people using fast cars that burn fuel and having to save, people using slower cars that don't need to save, people trying to double-stint tires to save a few seconds in the stop, people using an undercut with fresh tires, people using the draft to conserve fuel, people saving a lot of fuel early so they didn't have to save in their 2nd stint, and so on.
Compare that to the 20-ish min races in the Forza Enduro GT hopper. The only strategy is when you make your pit stop to avoid traffic, and the only reason you choose your car is for its pace, as tire wear or fuel burn are non-factors.
Yeah, FM4 has made the franchise gone back backwards and made it shallow, despite fans constantly harping how "amazing" it is and being the "peak" Forza to date... Not sure what you mean by "on-track" racing, because I don't particularly find GTS nor 7's racing to be all that amazing. Unlike Forza, both GTS and 7 have the worst and most "shallow" single player campaigns I've ever seen in a racing game. Especially 7 with its Cafe, or should I say, 'tutorial' levels which offer chase the rabbit missions that don't involve actual racing.
Online I could understand needs to get better (not like GT7's online multiplayer is any better in its current state), but it's not like GTS/7 are miles ahead of FM if all it needs is a better penalty system, ratings and so forth. Don't even get me started on GTS's penalty system btw, which PD kept breaking with every update to try and fix it. In GT7, it's completely broken.
I see no reason to be sarcastic or snarky about it.
The FM4 rose-tinted glasses debate has been gone over before I'm sure and the people who praise that game tend to focus on the content, and GTS/GT7 having terrible careers doesn't mean that Forza's career modes aren't bad too.
The problem with focusing on the career modes as they currently sit in regards to the racing depth is that those issues aren't really ones that will be as obvious as the races are often super short, and even when they are longer the AI is so bad you don't really battle with them and you aren't forced to do much in the way of strategy. I'm not saying it should be that way or that career shouldn't matter, but realistically it's not going to be as apparent in career mode until a game has good AI. While some wouldn't benefit from the stuff I mentioned above, those who aren't fast enough to be way ahead of the hardest AI and/or do longer races would also benefit from those improvements, so they would be positive for both parts of the community, and given how difficult it seems to be to make decent AI, those improvements seem more realistic than good AI at this point.
The penalty systems in both games are terrible and need significant work, but to be fair to both T10 and PD, coming up with a penalty system that is consistent and fair has to be one of the hardest things to do. Even titles that have been around with a penalty system for a long time have their issues.