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It might pay to have multiple ratings per track: layout, navigation and mastery.
Layout: "How hard is it to fly a clean lap around this run at speed, and how forgiving is the layout of player mistakes?"
Navigation: "How hard is this track to learn and get consistent laptimes around?"
Mastery: "How much of a gap is there between a meh time and a great one?"
Might also pay to create a "very easy" echelon for stuff like South Ridge, Antelao, the X-Stages and maybe Aton-Ra? (mind you, this is going purely off of layout difficulty. "Very easy", by the scale you've stated, would be like "you could pick up and play this track and win consistently" or such.
Easy - You don't need to know the track to do well
Medium - If you know the track, you'll do well
Hard - Knowing the track is not enough to do well, you also need to actively not make mistakes
Very hard - Not making mistakes is not enough to do well, you also need to cut down your lap times
This is why Oblivion ended up in hard, but this scale is not set in stone and there are some issues with it. In particular, there are two dimensions to difficulty: 1/ how hard it is to avoid mistakes, 2/ the skill gap between a good and bad perfect lap. This is sometimes taken into account in the rankings, but not always. For instance, Desolata is a death trap but has a narrow gap between good and bad lap times while South Ridge not only has a wide gap but requires you to do fast lap times to win.
I'll need to think about this, but I moved Oblivion to very hard for now.
As a limitation of the jumpzone script, this has the side effect of giving you a constant slight acceleration push.
Canonically, it would be because the engines use a ram scoop to collect solar corona matter as reaction mass, so they have to keep moving or they stall.
One question though-- I notice that my throttle was always locked wide open on this track (precluding a turbo start and playing like Zone/Survival mode), and both the AI and I were running at drag speeds. Deliberate?