What makes sense for you doesn't for me. Engine mapping and usage is something that is managed in real racing. In F1 qualifying they use aggressive settings that would kill the engine if used throughout the whole race. The same can be applied with tires, brakes or any car component subject to damage. In real life you exploit whatever improves your laptime. You are simply constrained to the physics. The same applies to simulation. Engine doesn't fail instanly after an aggressive gear reduction. In the same way as in the game, it's wear increases exponentially. Furthermore each different unit will fail differently due to randomness. It is up to the driver to recognise how the car is faster. Good drivers use kerbs and bumps to help placing the car after landing to have a better turn exit. Stop complaining and drive the physics you have to it's limits. Finding those little exploits is part of the task of a fast driver.