@Shiimis
Not sure if you saw my prior post on this thread as to my long absence from here.
Firstly, except for the Audi, everything else released to date by Machine Dojo has been some form of rip/port or cosmetic change. Your name is attached to that team...just had to mention this from your "why-bother-creating-just-steal" statement, when your team is not following their own mission statement (all cars being scratch made). Also, on those ripped cars made by your team, the source of the model is not openly mentioned. Obviously, it takes a long time to make scratch 3d models. Not everyone can do that type of work. So, many need to use existing models from other sources, including your own team. Of course, ripped models appear in every racing sim out there, this is nothing new.
Some people are new to conversions, so they are starting with prior SMS games as a means to port over....a little less work. Also, some people liked the cars in their prior games and wanted them in pCars. The issue is that people are not taking the time to understand the basics, such as shaders/techniques, UV layers and what belongs in each of those layers, how to properly use tools like Zmodeler beyond just clicking "import" and "export". It's up to each person to self educate....just blindly jumping in, then posting here asking for somebody to take over and finish isn't the way to learn.
I, personally, can make a car from any source as I know everything that is required when it comes to UV mapping layers, I know all of the shaders/techniques, I know how to animate parts and I know how to get it all done in ZModeler. So, a tool such as the meb exporter is of no use to me. For the most part, I help GVSE with the cars that he is choosing to put together. Those cars being mainly from S2U, but also drawn from other souces (Rfactor, Assetto Corsa, Porsche.com, etc). Sometimes I put together a car of my own if I'm real bored. I do like the creative part of making a car and working out physics. Should the new Forza6/FH3 models become properly extracted with correct groupings, correct scale, correct UV mapping and all textures, I would probably find myself making cars from those sources. I'm also looking at cars from other sources, but GVSE has put several cars into my queue to work on.
Physics porting. I can't speak for the others, but I write physics out from scratch. I don't retain (port) any physics calibrations from the souce of the model.
From what I heard about pCars2, the game can read still read the old Mebs. So, maybe the idea was to encrypt their new mebs to prevent ripping their work into other games. Not sure on this, because I'm not involved with pCars2 development/testing.
Physics tools.....
There's too many unknowns to have a tool be useful (IMO), especially in the chassis file. A tool for the engine and suspension would be usable. Gearbox is simple enough to create from scratch. I actually use your old "pCars Binary File Modification Tool" to make suspension files with new geometry and to generate an engine file (but I only copy out the torque curve data into my working EDFbin).
Another issue with some chassis files in pCars is that some areas have parameters disabled, such as aero, or the ability to tune various items...so, to get all of that working requires changing hex string id's, adding bytes/words, changing count registers at the beginning of the file. Even though I've made available the file translations started by you and expanded upon by me, people are still hesitant to tackle the coded files manually. To have a tool be useful would require making templates, based on car type/class/wheeldrive/shifting type/etc, while having all of the appropriate parameters enabled from the start.