Good news. I came up with something that seems like a better compromise between the increased downforce, decreased ride height, and not handing like it's riding on pogo sticks.
I think, since this car can be a bit tricky, I will find a way to include some example setups for specific tracks in the next release as well.
Now to figure out how to deal with its speed advantage (at low speed) vs speed disadvantage (at high speed)... If I could find a technical bulletin from, say, 2016 instead of 2019, that would be great...
EDIT: It turns out if you finally have the sense to actually search "
(year) IMSA Technical Bulletin" they pop right up.
I have not yet been able to find similar documents for ELMS or WEC. (Maybe they call them something different.)
What I'm discovering in looking at this data is that the GT3 car's setup that was created by Kunos is boosted
way higher than they were allowed to run in real life, at least in IMSA GTD. It looks like maybe they really did try to make it so that you could run GTE and GT3 cars together in one class in AC? Who knows. Anyway, the boost levels from the 2017 regulations will make this car faster than the GT3 across much of the rev range, but hopefully not too much faster than the other GTLM cars. It's lower boost than the 2019 regulations that I was using before, at least. So this mod description will probably be changing in v0.4 to call it the 2017 version of the car.
We're getting there, folks!