Making a good track requires so much more than just good tools. Good tools are also necessary, but alone they won't get you there.
Additionally, a "track" for a racing sim is actually not a "track" at all, but rather it is a whole 3D environment.
An understanding of topography is also very important, but is not so useful unless you understand how to engineer the track to
make best use of the topography. Realistic topography is more complicated than a few hills and bumps here and there, as exciting as a few hills and bumps may still be
.
Making a great track that is suitable for a sim like LFS means a lot of work and testing. Veterans of GPL will be able to tell you of the many hundreds of available community-made tracks, and how dozens were good, a few were great, and a very small selection were excellent.
Software that gives you the ability to bend and twist a black stripe over hills and bumps is fantastic, and a great step towards the goal, but a track editor for LFS (if it is even possible) would need to actually be a comprehensive 3D editing (or authoring) suite. I wonder how many people would truly have the patience, skill and understanding of race track engineering concepts to deliver a truly good result that remains in context with a sim like LFS.
At least with software like this, many intelligent minds will begin to ponder the true difficulties in producing something of good quality design and appearance, even if tools like this don't allow for it completely.