Each time you read laser scanned a dollar would be nice
I'll settle for $.25!
if your used to lasered tracks (changed the name slightly) then the equivalent non lasered really does not feel usable there's very few exceptions ( ISI's lime rock on the basis its great work and been resurfaced since iracings version & isi's Indianapolis )
most of the rf2 tracks are unusable for me, except the isi/mod historics and go kart tracks
I think no lasered tracks will be the stumbling point, this is why if there is to be no laser tracks chargeable DLC
then more focus on historics as these tracks can not be lasered anyhow as they don't exist in their historical state
if in sim racing one uses lasered tracks pretty much 100% then one becomes spoilt & a big chunk of the current sim racing market are spoilt by this
I love the idea of accurate tracks. I miss being able to relive at home what I see on tv on my favorite tracks, and am never against accuracy. I have pestered enough people and tried getting enough references for that

. One issue iR found itself in, and so did AC, was to be stuck with only being able to release laser scanned tracks. That means no access to anything historical. A system using the most accurate data when possible would be lovely, but continued and improved research on non-surveyed or scan tracks is a must.
Historic ISI tracks are good because 1) there's no real other game with them available 2) they are overall reasonable enough. Imagine getting the modded 1967 Spa from GPL into rF2? That one had a ridiculous level of research and work to recreate the track layout accuracy and environment as best as possible. Historic Monza's Variante Ascari is possibly the track's biggest offender. Now, you got nothing to compare to but then you gotta wonder, how much of the issue is in your head from knowing it is not as it could be?
Don't take this the wrong way. I'm on pretty much the same boat as you. There are very few tracks I like to drive and it's more difficult when I've either driven them laser scanned or driven/ridden/walked in real life. For example, Spa, you can't tell but the cars are still going uphill at a reasonable degree after Eau Rouge until Les Combes. Or Monza with its subtle elevations on corners. Or Suzuka, how Dunlop in the game has too much of a dip or how Degner or the exit of the Casio triangle have more pronounced camber. Of all recent tracks I only have kept ECAR's Bugatti circuit.
But then sometimes you can come across survey data, CAD, or whatever source, that contains enough. For some things I'd be happy with GPS data being matched with elevation, with camber best-estimated from onboard footage and feedback and photos from who has been on track. I can't imagine how tough it must be to drive the ovals, Bathurst, Laguna Seca, Le Mans, Sonoma Raceway or Circuit of the Americas in a game after trying it in iRacing, of course, but recreating something like a pre-2002 Hockenheim would only get you so far without research and artistic interpretation.
Within different communities there are extremely high quality tracks recreated as accurately as possible without laser scanning - sometimes with it! - that would be excellent additions. Longford is a prime example in rF2. Or if you recall the 2007 detailed map of Spa Francorchamps, mentioned here. It's a matter of acquiring the tracks and releasing under the unofficial names, though that way all official sponsorship elements must be removed. But imagine having Assetto's Donington Park, Riverside, Paul Ricard, Bridgehampton, or the ongoing Montréal, available here? Long post short, it is possible to have highly detailed tracks without laser scanning yourself but it requires the investment and effort. There is stuff out there.
ps: seeing iRacing's Le Mans made me a little weak at the knees. If the '89 Nissan GTP gets friends I'll have to consider reconsidering that game.