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Return to the mechanical CMS vision and officially implement some of the QoL mod enhancements.
For the drag racing pretty much going to max out tuning for all but the TRS, very much doubt you could get any kind of Pit Stop without going through a couple of load screens anyway with this game engine.
The other option is to build in 3's with minor changes parked in A,B,C spots at front of shop so you can jump straight in the next while the last run is fresh in mind, I can pretty much nail the setup by the 4th run, sell off 2 of them and you've got a free drag car.
I find the building in 3's really good for the Race Track, so you can find the optimal tuning for a balance of power and control.