Peter
I have no problem with DRS trains, or the respective 'power' of the DRS's.
In fact, in my strong opinion, I believe it greatly enhances the racing, with managers employing very advanced strategies around the DRS factor (keeps the high level, older managers more interested) whether to fuel 1 or 2 laps heavier, and/or to use as little KERS as possible to stay within the DRS.
A real test of skill, in my opinion.
With a weaker DRS, cars would be spread out more during the races as overtaking would be harder. You would then get a new complaint, saying it is too hard to overtake, or Qualifying positions are too important for the races.
Putting DRS under Design is an interesting one. In real life, F1 teams don't actually improve their DRS that significantly, even from season to season. And another drawback would be, the first half of the season, with weaker DRS's, could be a bore-fest, as cars would find it harder to overtake, increasing the potential points gap from the top teams to the rest. Result could be that the top teams form an even larger points gap than currently, due to it being harder to overtake in the first half of the season.
All in all, if it isn't broken, don't fix it!
You say that in real life F1, the teams DRS rarely changes but this game is nothing like real life F1. Boost works differently, it's far more of a spec series than F1 is and F1 doesn't have refueling.
In our league we can have long DRS trains where only the car that's 2nd in the train can pass the 1st car, the rest just follow, hardly changing the gap nevermind overtaking.
By putting DRS under Development Points we'd see a more varied level of DRS but it would still make it tactical but in a different way. Do you spend your points in early races on Acc or DRS or use them in other ways?