Handling of car positions in multiplayer is much harder then handling them locally, currently you'd need to guesstimate contact by comparing distance, heading, etc, there is no packet for "contact". Even with a very good formula, the maximum settings of 6 pps as i understand it means the remote cars are in their correct positions during only 6% of physics updates, meaning there are 94 updates where positions are interpolated more or less accurately. Add lag issues and it's not a very tempting project.
Show the pointer while the "chat log" is open, increase local buffer size and let mousewheel scroll the buffer, use select-to-copy or select-and-click-to-copy instead of ctrl-c.
There will be a link available pointing to a winamp playlist containing the stream, you could also paste the stream address into Winamp's "Open URL" box (CTRL-L).
So if the LFS devs added a few lines of code to shake your wheel a bit even though there are no bumps, LFS would be a better simulator. It doesn't really make sense.
A similar improvement would be added brake fade based on amount of time you've been driving, no relation to brake use.
You do realize that most of the bumps you feel in rFactor are probably effects, ie. they don't actually exist on the track surface and probably have no effect at all on the car?
So you're basically saying rFactor sort of simulates the situation for a racing driver, whereas LFS simulates the actual car. Personally i don't need the situation simulated so i probably discard alot of that input, and without the proper maths, whats left of the simulation isn't good enough.
I think your backup server idea would become extremely complicated in practice, and would still completely fail on a server-server disconnection. The examples you listed (DNS, Db) work good as they basically do not rely on eachother at all, with no need for controlling what information has/might have already been sent to client(s), and no need for constant synchronization.
The master server only serves a list of games, when you join a server the only connection is between you and that server, the master is no longer involved. A local master server would only result in a very slight speedup for refreshing the server list.
Offering these 'interfaces' immediately means users will expect support, without support and an intention of trying to keep things compatible between versions it doesn't make sense to encourage the community to add content. There are currently a few threads about improvements / new packets for insim, if more people used/worked with outsim/outgauge, they would probably also see requests.
Thus it doesn't magically let the devs simply shift some of the work onto the community.