This might not be the best advice, but I don't think that physics spreadsheet helps to make better physics that much, especially for beginners. It is probably best method for someone who is highly professional and highly accurate and exact, and already can build very good physics without a spreadsheet, and then use it for extra accuracy and professionalism. I do look at physics spreadsheet frequently to understand how some parameters works, as there is that much information in it. Other than source of clues and a tool for high end professional physics I think that the spreadsheet curbs people in making physics, especially the more new and amateurish they are. Even for professionals IMO it is inevitable to just simply have lots of quick tweaks straight into HDV and other files. Without that physics will end up dead and lacking soul, not everything is just data rules. One has to look deep into real car, and understand what needs to be achieved, and in what ways real car ends up having certain behaviors. For normal physics crafting to me spreadsheet is more like a distraction, I would probably use it for fine tuning and polishing, once physics already are configured decently and ready for next level.
Besides that IMO the old 911 are one of harder cars to make physics for. Well maybe this particular one is little bit easier, because it will naturally get more performance from good downforce, big tires it will also be stiffer and I think it is easier to make physics for stiffer chassis and suspension, there are less dynamics. It will still be challenging one to do.
I could offer my 2.8RSR physics as basis to from, if any use of that could be seen. If not then not. Basically adding turbo, giving different aerodynamics and tires would already be ̶h̶a̶l̶f̶ ̶o̶f̶ ̶t̶h̶e̶ ̶j̶o̶b̶ half of the result. I hope to update 2.8RSR later this week, I found and completely solved an issue causing excessive cockpit view sway. Various other things were solved. For turbo engine, I have a template that I use for my own Yellowbird physics version, just would need to add one more turbo, as I see rF2 can have two... it shouldn't be too hard to get reasonable physics for an initial build, and if needed then can try getting professional and methodical with physics spreadsheets as an evolution.
Anyway, IMO aiming for a professional methods right from beginning is inefficient, and doesn't offer any advantages other than perhaps having a better insight of how certain parameters relates. I don't know how big physics guys works, but I imagine it would be: crafting decent physics without spreadsheets (probably up to 60-80% done) > increasing accuracy and quality of physics with spreadsheet (I assume up to 95% done)> and finally fine tune physics without spreadsheets (get over 95% done). I wouldn't be surprised if some high tier physics guys (official developers) does everything in spreadsheets and refrain from any artistic observational decisions, and constrain themselves with data and general rules, which I think is bad idea, inevitably there has to be some decisions done based on common sense, logic and observations.
Either way, good luck with your project, it inspires me, I might try something similar. Car looks great
And the way car drives IRL is amazing, I am sure everyone has seen it alreadu, but worth having it still: