You are delusional my friend. But really.
Your expressed *hate* comes from a fact how this particular game does not have some cars of your subjective preference, while some other game have them. And that is basically it. You have to be kidding.
You are setting the "laziness" trap for the people that have presented the crazy list of improvements for the sequel over previous game that will especially emphasise community and simulation aspects of the game, among other improvements.
You are bashing over GTAcademy because you personally do not like it while you don't want to accept it actually serves its purpose on as many levels imaginable, most notably on development of physics, gameplay and game features.
And yet - with surprising twist - you are implying they should *learn* for studio that can't even influence their principal to allow for normal force feedback wheel support on their platform for three generation in the row, that sacrifice driving model in favouring controller over wheels, that deliberately downplays all simulation-aspects of its game because of the casual players (Simulation mode, have you ever seen it in Rivals, Matchmaking or in filtering for official venues?), that can't offer variety in surfaces or proper open-wheel vehicles for 4 consecutive games without any meaningful explanation, that totally missed opportunity to introduce variable weather and day/night changes, that deliberately killed endurance racing form their single-player and matchmaking while in the same time preaching about being the ultimate simulation, that does not offer any real new, groundbraking functionality or options for 10 years (in fact, they're killing-off all improvements they've achieved through sequels: no city tracks at all anymore, less and less big point-to-point stages, dumbing down physics and mechanical-physics, scrapping Drivatar development after the very 1st sequel, no real improvements in bridging the gap among controller and wheel players handicap, almost never releasing any substantial updates for buggy and problematic part of their games..).
What should PD learn from T10? Sounds? They are absolutely equally incorrect in both games. Online? Online functionality is much better in GT5 then in FM4. Rivals? Stolen from EA's Autolog, so no real "Forza invention" there. Livery Editor? Yeah, livery editor. And engine swapping. Okay. Two points, I agree.
But somehow I think how both Livery Editor and Engine Swapping should be traded for all things that GT series does miles better then Forza and where Forza still have so damn too much to learn from PD. Which will never happen unfortunately, because it is easier to create a positive mindset with serving people with Porsches and some fancy cars in game with 700+ cars then to actually improve over substantial things that could elevate the true essence of your game.
But everybody has a right to opinion, you and me equally, and I am taking my liberty to say how I still wait the day when some driving game will come that will meet all things that GT series does right and unique on top of basic things it delivers as driving simulation. Gaming and driving-genre in general would be much more beautiful place if more developers would be enough brave to take onto voyages that PD is embarking for 15 years now.
Of course, all above is strictly my subjective opinion.