Except, wait, what's that? Oh, you mean they don't always do that? Oh.
I'm sorry, but some things really are that simple. If you double the spring rate and match the dampers on the rear of ANY real car, (FF, FR, MR, RR, AWD, doesn't matter) and leave the front the same, the car will very noticably oversteer more / understeer less.
All the other variables do work together, but simply changing that one item should make a very noticable and predictable change.... even when the maximum spring tension on a "race" suspension is only 15kg/mm....
But, fine, GT5 does it different... "play the game" you say. I could go along with that, IF everything else didn't have to work together! Stiff rear spring makes oversteer? Fine, so what about the anti-roll bar? Anti-roll bars allow you to stiffen one end of a car in roll without stiffening the car in pitch, or over bumps. Great for bumpy tracks.... well now those have to be backwards to line up with the GT5 physics too! Stiffen up the axle thats loosing traction, thats the GT5 way right? But some have reported they work normally?
Ok, well then what about ballast? You increase the weight in the front or the rear, you should be causing that end to lose traction first around a corner? Well, wait a minute, how does that common sense fit with the altered GT5 world?
yes, games can differ from reality. Every sim does. But this is taking a core focus of the game, MODIFYING CARS, and turning it into a confusing mess.
Using your FPS analogy, this is like headshots causing less damage then a shot in the foot. This is like being able to shoot through a steel wall but not a bush.
I'm not leaving only because I hope there is an update coming one day.