Published 2.06 version.
Okay, after some several testings I've seen that effectively the AI was braking on the start/finish line. I have had to watch the slow motion replay because with some cars (open wheels) you don't see this. It's really just a little, it's not a big braking, but it exists. It was not a problem with the smoothness of the routes, which were correct.
Seeing that the AI was not using the block path, I assumed that there could be problems with others paths also and indeed, that was the problem, although I do not know why, they were just not working well, although theoretically were correct.
Now everything works fine, although some cars (those that need a greater braking distance) still slow down when passing the line, but it is by the proximity of the turn, they need to brake.
I've made two more changes. I have configured the AI to be more determined when it comes to pass, they will not wait too long to try it.
The second change is due to a serious problem that I have also detected with AI. In the last chicane, if there are two cars rolling near and the back car go to pits, their braking point is later than the front car and literally run over him. I've modified the driveway to the pits to make the cars brake before the chicane, it's the only way to avoid this problem.
About speed on the final Hairpin or anywhere else, that's the best I can do. I do not know if it will have improved, but I can not do it better. There are aspects of AI that we can not do anything about. If it is too slow, I recommend that you force the AI to use better setups, to raise the strength and / or to raise the drivers skills.
Regards.