You forgot...those little things that tend to make a rather crucial difference between a mediocre gamer and a decent racer.
"the importance of identifying and polishing your lines"
- See AI car
- Don't hit AI car (too hard)
- Drive around AI car any way you can
- It's okay to run over cones when you have to pass a dozen cars crowding a time trial course; just not all-red ones
Groundbreaking lessons!
"the importance of keeping momentum through turns and bleeding as little speed as possible"
- Start from the back of the grid
- Drive as fast as you can
- Brake much, much later than the cowardly AI
- If you slow down too much you won't catch 1st place
Wow, I've never seen anything like that in any Gran Turismo race before!
"the importance of delicacy in braking and accelerating during turns in midship cars"
Fair point. I didn't think of it because when I did the challenge I was simply impressed that I could
finally enjoy a properly loose RWD car in a Gran Turismo game. Sailing into the first corner sideways under braking in the Elise was my first grin-inducing experience with GT5.
Mid-engined cars are all rather similar in this game, though (too similar IMO), so every race/challenge with an MR/MAWD car reinforces this lesson. Take license test IC-10, for example, which teaches everything you could learn from the Elise challenge, yet in a more plausible and rewarding setting.
It seems clear to me that the Top Gear challenges are Polyphony's attempt at TG-style humor, not TG-related lessons on driving skill. I thought
Fashion Cat's challenges were more topical and valuable -- learning to overcome a tough, single rival (assuming better AI as stated) in identical, similar, or slightly mismatched cars, encompassing a range of drivetrain layouts, curb weights, and power outputs.
You're the expert "armchair game designer," apparently, so what makes his suggested events so worthless?