Well, here we go... trying for a structured response
Sim
There are still several unresolved issues in the sim especially with playback of replay files, which another poster referred to, with both significant stutters and more importantly car position warping and camera transition warping as well as not updating sectors and standings. For single player, we still have AI issues and especially the binary on/off throttle behavior that makes viewing/listening to replays frankly painful, and of course, it also has to be an issue with the performance of the AI car/driver when you are racing them, in that cars become very unbalanced with rapid throttle/brake application. Not to mention the refusal to overtake. Frankly, the issues with stutters and replay faults should be overriding any efforts being spent on auto-exposure graphics improvements and SSR. I've no idea why there is such a dev focus on the graphics quality: its largely "good enough" now. I can understand the devs you have, having been employed to do graphics work, want to continue to work on something and certainly improvements can be made, but more resources could do with addressing other underlying non-graphical issues.
UI
I can appreciate the need to spend some time on 'quality of first experience' and setting up peripherals and basic configuration of the sim. But it seems odd to do so when there are basic quality issues and functionality not yet addressed. Namely, management of content (can't delete), management of series (can't delete competitions, which in turn lock in outdated versions of content taking up gigabytes of space) and other such functions. As others have stated, the UI seems to have not moved ahead much in months now, except for streamer overlays which is again such a niche audience, I don't know why it has priority.
Competition System
I still find it difficult to understand why there is a distinction between multiplayer (private servers, leagues) and online competition (S397 servers). Its causing you to duplicate developments or not take a structured, consistent approach to the functions in the sim. I'm seeing a number of "external" platforms who seem to be building competition systems tailored to leagues (find a league, race in a league) as opposed to putting them under a common umbrella. Can you discuss this in future, who you are partnering with or not and why?
As regards the competition system itself, I can't see how you are ever going to get it out of constant beta, and actually establish some formal online racing structures. Other than GT Challenge, BMW Sim series etc. there isn't much that the average joe would be interested in over any period of time - its pure software testing at this point. When will you declare a certain type of racing as "done" and actually launch it? What about the basic infrastructure of the rating systems and suchlike? Quite frankly I see no reason why you can't have regular series such as GT3 or Tatuus series running by now, with (quarterly) seasons and the scoring systems fully deployed. It seems like there is no plan to actually finish anything off, but just keep playing around with different capabilities. When can we expect this? I see a complete drop off of both people racing online and also feedback in the blog posts - 7 forum responses over 2 weeks tells me people have totally lost interest. The blogs themselves consist of an ever-expanding wishlist that you are "thinking about" how to do it. We need some execution, not just endless prototyping. Beta means its impending fully live and final validation of a nearly completed, feature complete product; this isn't. In my opinion, your focus and approach needs to radically change.
Motorsport Games
Yes, we need someone to come in and tell us what the strategy is regarding rF2 and overlap with other titles they have committed to publish, and what resources will remain for rF2 development alone - BTCC/TCR sedans and especially LeMans/ACO sportscars.