"Jack
The track information is fixed, although the way cars work is quite different now. There will likely be an additional row in this table from the screenshot you posted which displays your cars "compatibility" with the circuit, likely rated in stars (e.g. 5 stars would be ideal for this track, 1 would be poor).
The way car performance works in the new iGP, different cars will be suited to different tracks. Like in real life, where McLaren have a great chassis but low power, so they are in the points at Monaco but miles off at Monza. Or a few years back where the Lotus/Renault was really kind on its tyres and could always run longer stints than the competition. At least, that is what we're hoping to finalise through the beta testing phase. It's going to be very tricky to get that balance right, though, and we may have to compromise to keep things balanced.
So, we aim to have that kind of effect built in to the new design system. Rather than the track attributes changing on this page, the cars compatibility will.
I get it sounds good but also sounds a bit familiar :)
EA F1 Manager was built using Text files for each chassis so they where able to set tyre wear, fuel consumption, handling, aerodynamics & component wear for each team in the game.
It's maybe not the road you are going down but for example we buy a chassis for our team from a list of chassis you have made available. Each with it's own area of expertise, weather it be tyre saving, cornering/handling, streamline effects (areo)or gas eating. It might work out easier for yous to control how the game runs having characteristics per-built into the chassis.