benjamin.torres: yes, yes, yes. Definitely a thing for endurance...
If you think about it, the current LFS simulation is sort of very simple: tires (temp inner/outer, flatspots, tire-walls deformation not just visual), suspension, clutch, (damaging) revs, aero drag + slipstreaming. And that's all I think? And fuel of course. And body damage (with dynamic COG)!
I mean, it's a lot in terms of programming and covering almost all major parts, but there are so many small details left, like brakes wear/temps, engine temp, limited tire sets, aero-body configuration .... wanted to write "etc", but actually can't recall lot more right now.
I'm pretty sure Scawen will address some of these after tires update, as it will be very likely pure joy for him to implement some of these and they will probably take much shorter time than other topics (like weather and/or daytime).
Looking forward for it.
edit:
Big Daddy: "Btw. clutch simulation in LFS is unrealistical. It breaks way too fast." - my racing kart strongly disagrees (it burns clutch even faster than LFS, if you do handle it incorrectly).