What I hate the most about the slotcar hobby is that you need other to race and fully enjoy it...and when you bring others in the picture, anyone has an opinion.
Compromises need to be made and I am not good at compromising.
Then you need to work on your persuasiveness, Grunz.
I race at a traditional club and love doing so, but also run race meetings at home fairly regularly. Tired of the same old NSR, Slot.it, Scaleauto, Sideways rocketships, and the more usual methods of racing that clubs use - fixed-time races where highest cumulative distance wins, or fixed-distance races where quickest cumulative time wins - I implemented my own rules and classes which, despite initial scepticism by some, have proved popular and successful.
I wanted to race Pioneer Legends when most of my "racer" friends turned their noses up at such cars, so bought and modified a fleet for us all to use. Likewise with a fleet of Carrera vintage NASCAR and also modern Scalextric BTCC. Yes, most "serious" racers won't give a second glance to a Scalectric BTCC car because it's poorly built and slow (and I concede that they're justified in not doing so. The cars' mechanical bits are sh*te) so I bought and substantially modified a fleet, retaining the body, chassis and motor, but upgrading everything else, and now that class is one of the most requested of all the classes we race.
We race two classes per meeting, one where the drivers build and supply their own cars and which caters to the common NSR-type club-racing classes, and the other where one of my fleets is raced. Each of my fleets consists of at least twelve cars. Drivers are free to choose any of the cars, but must use a different one for each heat.
Instead of cumulative time or distance, heats a scored with points, 4, 3, 2, 1, so a disaster in one heat doesn't necessarily mean a driver's entire race is ruined. Everyone races once in each lane, points are totalled, then, depending on the number of people competing, drivers are seeded into last-chance, quarter and semi-finals, all leading to a single final.
My track is typical four-lane Ninco where the outside lanes are slightly slower, so to handicap the best drivers and give some hope to the worst, the lowest qualifying driver for any last-chance, quarter, semi and final is given first lane choice, the second-lowest gets second choice, and so on. This sort of reverse-seeding does occasionally mean that the best driver doesn't win, and it can lead to tactical racing where drivers deliberately try to qualify artificially low down so as not to get last lane choice in the final, but it works well.
"Build it and they will come" is the saying. If you believe strongly enough in a format and can be reasonably persuasive, "organise it and they'll enjoy it" is often very true.