Ive played about 20 games at this point and I found a few general rules for designing tracks that make competitive and still fun races.Yes, I think making the tracks a bit nastier will make it more effective.
I've also had an idea that I can't recall if I posted here. Build in short cuts that only get opened once the first player gets past a certain point. It only really helps those that are rather far behind, but it's a great way to keep them in the game.
Tracks are the real key to keeping things from getting out of hand.
We allow shooting through walls (it is obstructed) and a snakey course keeps guys in range a lot of the time, especially for turrets. I have also had a lot of success with a TLT Y-wing and with a title only on the JM5K.
Turrets only on the second half of the course also rein in ships that are too far ahead.
1. Add mines to the course. This helps to slow down the frontrunners only since they should be gone after someone passes them.
2. Add switchbacks or double backs which forces the racers to pass each other going opposite directions.
3. Try to have some obstacles, turrets or boxes about every two turns. Long straightaways allow for the leader to keep pulling ahead.
4. Place mystery item boxes right after checkpoints.
5.Add a shortcut with a risk/reward element. If you take the shortcut you miss a checkpoint, boxes or face turrets etc.
A mandatory boost pad in a corner forces either slow flying or a smash into a wall. The guy racing ahead has to dial back a bit.