I feel like the next step in simulation for these games should be to introduce a more-serious-less-serious model for crashing. This will get the game vs real factor under control. Of course they'll Ned to make the games way easier until you get to F1 racing level...
To clarify, I mean that every major crash should kick you out and make you pay for a new car. The assumption would b that you always have two (identical) cars on hand, so you wouldn't need to go through the trouble of buying, tuning, and tweaking repeatedly. In endurance races, you could even use your second car to try to catch up, if you want. But the important factor is that you know that for any amateur level, typical race, you're going to have to go through the pain in the ass --no quitting or restarting allowed after crash -- of losing $20k every time you carelessly fling your civic R into a wall (or competitor).
To compensate you also need to raise cash awards to reasonable levels (maybe 10x car class value average - or better still, proper seasonal awards), and train the AI to play by the same rules. Hopefully what this system would give you is a reason to concentrate, and reason to go carefully when in doubt, and a reason to come in fourth...