to start with avoid using scalextric classic....unless you are using some old cars, the slot on the classic is too shallow.
Agreed, those are important design points for club tracks, indeed I've seen a few club tracks where thinking through those points would give considerable scope for improvement. Those points become more important with larger tracks with more lanes which are used with marshals, (that is a typical club track).If you were setting this up for quasi serious club racing, I'd say key features are:
1. Try to get as equal lane length as possible, which means an overpass. In club racing, everyone runs on all lanes so in fact it winds up being even once all the heats have been run, BUT when actually racing, a car that always has the inside lane of the curves has a real advantage.
2. Line of sight for the drivers.
3. Ease of turn marshalling, which usually means trying to keep a lot of twisties out of reach in the infield.
The scoffing is because they won't learn until you make them drive those tracks. Come up with a suitable penalty for crashing so that they SLOW DOWN for the turns rather than crash and go right back on. Right now, you'll have guys that can ride the rails and go flat out when they're on the outside of a turn. They'll only be able to drive as well as the smallest radius turn with no guardrail to ride. But, if they have a more challenging circuit soon, they'll be able to do any track because they'll know to slow down even more the tighter the turn is, especially when there's no rail to ride on.Purists will scoff, but the idea is to have some proper racing fun and not spend all afternoon putting cars back on the track - so I'll keep them on until we're all better drivers, then I'll swap them out for borders again.