I think it's good if people are offering constructive criticism, rather that just attacking. The issues people have with the mod could all be addressed in future patches, and it seems like the team are committed to working on it. There are allot of knowledgeable people here who could offer detailed feedback and suggestions that I am sure would be welcome.
I think the mod is great, and at very least is a super solid base to build on going forwards. So to offer some personal suggestions for future tweaks:
*I understand that you can change settings to improve areas of this mod, but I think a really positive long term goal is to have better dialed in settings out of the box. Im sure many here play a range of mods in A.C so would prefer not to change settings just for a single mod. A good example is some of the audio mixing / levels, often cars sound like they are coming up behind you, when they are at a distance in front and them overpowering your own internal sounds etc..
*The first thing I think I noticed about the mod is the lack of feeling about what the front wheels are doing. I think is is from a combination of the lighter FFB, low front tyre squeal volume and the amount of rotation required to turn. I don't remember DRM 1.0 requiring so much rotation to steer, did all the real DRM cars actually require this amount of rotation?
I think heavier steering, stronger FFB, and possibly less rotation could give a more lively and detailed feeling of what the front wheels are doing. How do others feel?
I am mirroring some of Shigeno's points here:
FFB, I really don't know how much of this is just a result of the physics and so outside of the team's control, but I'm still not feeling any feedback about the transition from front grip to understeer through the wheel. I don't think this is unique to the mod cars and as I said before is maybe related to slick tyres which I'm not as familiar with, but it does give the front end a sort of imprecise feel.
Understeer tyre noise. Tyre audio level is only set to 5, so I could of course just up the setting, but I've used everything "out of the box" with no changes to try and make an informed comparison to other content, and so have left my volume mix at the levels I am used to. With this in mind, the tyre slip noises seem a little quiet. The understeer slip sound is a relatively low pitch and until I really listened for it whilst intentionally over rotating the wheel, I hadn't noticed it at all.
Combining this lack of audio feedback about front end grip with the (to my hands at least) lack of force feedback about front end grip and there's again this feeling of lacking precision, you don't know what the nose is up to, and so it feels wooly.
Another point I have seen brought up in reviews, is that since the original R-Factor 1 mod, there are Group 5 packs offered in other sims like PC2 and R3E that offer a greater range of cars, like Japanese Silhouette racers and American IMSA muscle cars. This is more just a wishlist item for me as the team only ever announced the original European Gr.5, and they are focused on this content moving forwards, but down the road, if they ever did an add-on pack, I would love to see something like the Greenwood Corvette to add in a naturally aspirated car for variety with the turbos.