Considering F1 games haven't had anywhere near this level of strategic sophistication in recent years due to no refuelling I don't see Indycar getting near that level... Close but not as complex as all the bullet points make... I'd love it to be the case though...
The hardest part is the AI side... For instance modelling the fuel consumption of specific drivers is a lot harder and processor taxing than it is engine by engine... Take Dixon vs O'Ward... The way they approach each lap during a race is extremely different... To the point that the devs would have to create multiple lap pathways (AIWs in rFactor) for each driver to properly represent both drivers...
At best I'd expect a dev company to make 3-4 AIWs based around fuel saving and 2-3 based around tyre saving per track and per weather setting, not per driver... Then have the driver personality files have something that gives a percentage of race that a driver saves high, saves medium, light lifts or drives flat out... And relevant skill at each level pitted against race strategy so that when on a 2 stop they save fuel and when on a 3 stop they go flat out... As well as weighting those good at fuel saving so they are more likely to 2 stop and those who struggle at saving are more likely to 3 stop...
That would just scratch the surface of the complexity involved in fuel filling pit stops... But that's on the high end of expectations as it would give the player a variety of strategies to race against and be just complex enough to not give the player an advantage... Whilst also not being as processor taxing as creating multiple AIWs per driver would be...
On the lower end of expectations I hope to see AI drivers on fuel and tyre save or on full attack and be split into 2 or 3 stop strategies... On some tracks there would still be an advantage for the player due to the simplicity of it...
The level of tyre complexity within the F1 series needs to be the standard set in the Indycar game... Roaded and sticker tyres and the allocation is very important... As are the different compounds for different races...
The same for the engines, there's obvious fuel usage, traction and top end differences between the 2 makes that needs to be represented...
Done right the devs can allow for something close to real life without completely making the AI code too taxing for lower end PCs... Whilst I'd love for the game to be as close to possible to real life as can be, I've also got to accept that the market for this game will be the same as the F1 series... So I'm trying not to set the bar too high... But I do feel that the devs should be able to achieve something that scratches the itch for the more hardcore among us without turning away the casuals in their marketbase...