Primarily @modelmotorracing, but generally..
With the LFS simulator, we could easily have implemented a structure to CTRA racing that would have been comparable with iRacing's racing structure. Given the option of extended qualifying periods and time-alotted racing, we elected instead to go with the public pickup style that you see with CTRA (because we prefer it). Having done so, it was important to define where the focus of our rules were to apply.
We deliberately chose the window between grid and finish, and (apart from constraints regarding offensive language) almost no regulations apply outside that window. I'm absolutely sure that if we were more strict outside that window, the environment would be more tense, more oppressive, the racers will be accumulatively more agitated and edgy the longer they spend in CTRA at a time, and ultimately the racing will be less enjoyable. Time in the server has got to leave racers with a feeling that CTRA is fun and easy-going, even though racing rules are applied strictly and with consequence. If the overall impression of CTRA is less than that, it will hemorrhage.
I understand fully the simulator ethos and I recognise the value of systems like iRacing but the way we operate is different, there is far more racing in CTRA, for far longer at a time than in iRacing, on a driver-by-driver basis. It's a fact that if you hold your breath when you're tense, and if you're never given an opportunity to pant, you'll eventually pass out.