You don't think the game keeping the cars in a perfectly straight line every run isn't a problem?
I agree about the half-dozen bit; the reason I see it as less of a problem overall (though still one - best saved for another thread) is because circuit racing has so many more... ingredients, for lack of a better term. Properly modeled (or at least an attempt at it) torque steer would affect circuit racing, as would delving into more detail in the aerodynamic model. Drag racing, in it's current form? Give someone a fast tune for Route X, and all they'll need to learn is the shift points, that's it. Online, you have to worry about reaction time, absolutely, so hopefully if PD did ever include drag racing, we'd be getting a suitable start method, as the typical countdown is useless there.
I'm not denying plenty of people enjoy drag racing currently, I was just stating my personal preference. Drag racing should have some hint of the struggle of control, of trying to keep the car pointed the right way down the track, as oodles of torque are trying their damnedest to twist the frame. Right now, all there is, is timing when you start holding X.