I think tyres should be kept as close to real life as possible. Tyres should be constant but affected by track (corners, bumpiness etc) weather and driver characteristics. The proposal above isn't an intuitive way of assessing tyre strategy. It creates a logic specific to the game itself. My opinion is you should keep certain things as close to real life as possible.
I understand the reasoning behind this, although I see shortened races almost like accelerated events, where everything should be scaled accordingly. To not scale impacts makes it really tough to create interesting races across all race durations, and we end up with certain compounds being really unappealing at certain durations, huge excesses of parts due to little wear, unfair training advantages due to a reduced loss of health etc.
For this reason we are leaning toward scaling impacts on all simulation factors. It should really spice up the short races without compromising the realism of the longer ones. It makes sense that a lifelike race (100% or around 2 hours long) will produce a lifelike simulation, while a short 10 minute race is always going to be inherently artificial. The two are obviously aimed at different audienecs, and scaling impacts will only help to give everyone what they want, more interesting races, whether you want a quick race for fun or a full grand prix simulation.