Hi James, I expect we'll get a few people making this suggestion once they try Quick Races, so I'll give a comprehensive answer now for everyone.
Being totally transparent, it is a necessity that there are sensible limitations on how much bandwidth everyone can consume. Wear and tear on the driver and car from participating in races is the most sensible and realistic (from a simulation standpoint) way to achieve this. At the same time, we don't want to restrict how much someone can play, and this way they can race as much as they want, unlike having a hard limit of X races per day.
To give some more context, iGP Manager works differently to other games, in that our simulations are all run on servers and not your device. Without going in to too much detail, this requires a lot of computational power, and works in a similar way to projects like Google Stadia, where we're partly streaming the race to your device rather than your device actually running the simulation. This makes the game much lighter on your device, and everything much more secure, but it also means we have to handle a lot of hardware on our side. That hardware costs money. It's why sites like Dropbox have limits before you have to pay, or YouTube has ads and relies on a goliath like Google/Alphabet to cover those kinds of costs at scale.
Also worth noting: wear on the car and driver are greatly reduced in Quick Races, actually half of what it is in league races. We did this so that people can take part in more of them without having to spend the usual amount of parts / engines or healing their drivers. Of course, health regenerates itself too. In addition to this, you get a portion of your usual sponsor cash payout from every Quick Race, simply for finishing the race. So they can be quite profitable to take part in. It's a trade-off.
We will be releasing more information about Quick Races over the next 24 hours,
stay tuned to our YouTube channel as well.