They probably could, but it's entirely possible that they don't think it's worth it. Maybe they think that advanced suspension modelling or aero is more important. They'd be wrong, but there are plenty of ways that Polyphony can be attempting to make the best simulation that they can and not make tyre pressures adjustable.
I sort of doubt it. Why hamstring a company with a clause like that? Better to just trust that they know what they're doing and allow them to make the best game they can, whatever that ends up being.
At what point did they start choosing to limit it?
GT1 and GT2 almost certainly weren't intentionally limited, they were pretty competent by the standards of the day, at least for console.
I doubt that GT3 or GT4 were limited by design, again they were considered pretty decent for a console game.
GT5P, GT5 and GT6 are reasonably sensible evolutions of the earlier games. They're not that great, because the reality is that PC sims were ahead to start with and have progressed far faster than Gran Turismo. You can choose to view that as a conspiracy, or you can assume that they've done their best and that's what they put out.
Gareth and Percy may have been similar speeds in a kart when they were 9 and 10. Maybe Percy was a bit faster because he was older, but not much. But it turned out that Percy was just a much, much better driver than Gareth, and so that even though they both put the same amount of work in by the time they were both 25 Percy was racing in GP2 and Gareth was making his way through the local MX5 championship.
Akihiko Tan got the job doing the physics because he had written some articles about vehicle simulation and he did the vehicle physics in Motor Toon Grand Prix. I'm sure he tries very hard, but those things are not exactly proof of any great skill before he joined Polyphony. He has no great simulation to point to as proof of his capability, Gran Turismo is it. Why then believe that he's capable of any more?
I don't think it matters to most players when they're actually playing, but it's an incredible marketing point. If Gran Turismo was legitimately a revolutionary simulation that was by far the best on the market on any consumer grade hardware, that would be a massive deal. It'd get them a :censored:load of free advertising for starters, and a lot of people would probably check it out just for that.
I said about design specification and requirement, each life cycle both may change for software development. For tire pressure, I see it as sort of limiting the scope of simulation, less details, less issue may arise, less complication, less complexity in programming, less trouble for players ( the target audience for console games ) who may not know how to adjust tire pressure for performance driving.
This is why I said intentional, on each new project/life cycle, a project lead / director sets out the design specification based on requirement laid out by the stake holder ( Sony ), at least this is how I see devs work to build a game according to not just the director/creator vision, but also market and stake holders.
Maybe PD/Kaz sees that tire pressure needed in PS3 era game, but Sony may not agree that it may introduce unnecessary complexity on both dev and players. In the end, tire pressure gets dropped. Kaz then focused on other parts that need fixing or improvement. This is just me imagining the design stage. KW and Yokohama was involved in GT6, I'm still amazed how such cooperation got wasted in potential, tire pressure is one of them. From what I can see, KW seems to give damper, roll bar and spring simulation data, while Yokohama contribution mostly superficial ( tire grip, behavior and heat model maybe, but no tire pressure ? )
So, in essence, I think PD did tried their best given the time and resources, but I still highly suspect that some aspect of the simulation have been limited by the design specification / requirement, while some others may be due to limited time to fix or improve even by updates. I always suspect how PD applied silly toe in on stock setup, are these decided by Kaz or simply the design specify for stable handling stock setup on all cars, and using high toe in value is justifiable for the sake of playability. I remembered GT6 stock 0.60 rear toe in was added in an update.
I do not for certain feel that Akihiko Tan is not good enough for the job, he may well be directed to drop the tire pressure from the engine, use constant value/simple calculation or omitted entirely, who knows ?
Regarding simulation quality for marketing, GT has always used the "real driving simulator" slogan since GT 1 on PSX, people bought the game believing it. It's not really true in a sense of realistic simulator, but it's like saying "hey dude, this is a real driving sim, you get to drive many road cars on a track, real road cars like ordinary hatcback, saloon etc, feel like driving, dude"
Oh, I remembered Saleen S7 in GT6, it's MR car, but has 52/48 stock distribution ( front heavy ), which is not correct to the real car. Not sure how this happened, an error on PD physics/vehicle lead or they ignored it ( they did ignore it even till today ). Now, looking at this and many other similar instances with other cars in GT6, even their Nissan Skylines/GTR, I really doubt there's someone who do proper quality checks on cars ( data accuracy, setup etc ), or is it all within design spec ?