I quite like Jamie's suggestion of being able to research different types of design paths, though that may alienate a lot of people who don't understand pullrod/pushrod suspension (insert any specialized technology and that holds true). So it will have to be layperson understandable to be broadly enjoyed by all.
To make this more easy, for exmaple you can make some types of design paths better for fast corners or slow etc. So players can choose what they want to have, very fast car and possible wins in Monza or SPA, or advantage in Hungary or Monaco, or good balanced car without max speed etc.
To honestly say what I think - and I hope you don't mind:
I don't like it. Thats also not what you try to achieve in real live. No designer is going to develop such a specific car. The goal is always to design a fast car - nothing more, nothing less. Fast car is always a fast car and those things do not necessarily rely on each other or in other words: A car being fast on slow tracks, can be a bloody fast car on fast tracks as well.
It might happen, that you find out, that your car is specifically fast on this or that and try to improve that weakness within one season, but thats never a point of next years development goal (although you might learn a thing that of course might be considerable for future developments.
Shortly said: I don't want us to get away to far from real world. The game should be as playable by "thinking" as it can be. Its already special in terms of tires, that have to get used and such things. Thats ok, but I don't like further special stuff added when not necessary making it hard for beginners to understand without reading 50 pages of docu.