Daniel
To be honest, as long as there are not more different parts and perhaps stuff like managing merchandising I don't see much play value in storage. It would be bad for new players if they can't hold the parts needed to repair the damage of each race and not much thought for older players once they can repair everything beyond some kind of piggy bank to cash in if the money situation gets too tight and that may harm the money for token business a bit.
As long as the parts business is not getting a little bit more complex it might be easier to automatically sell off 'old cars parts' at the end of the season with the 'arrival' of the new car (CP reset) to start again with a decent amount of 'new season cars parts'. So manufacturing might get a bit more important because it slowly turns another cost factor into a small money boost at seasons start (old parts value vs new parts restocking costs). Thinking about it, now storage could have a use then by allowing to set the restocking amount and later perhaps the ability to switch manufacturing to new parts before the end of the season.
Potential in the idea of 'cashing in' your old parts at the end of the season as, in theory at least, the old parts should have little relevance to the new car design (excluding things that don't change like seats, wheels etc.). Draw-back - i guess the influence it has on money and tokens, and it could add a layer of complexity for newbies to the game? Not sure how that could easily be explained in the interface.