Damn good tracks on the whole, no complaints about the courses themselves at all. A few notes from having S ranked the cup on Master after two attempts:
1. Program Shutdown is a *nightmare* on Master - tons of chokepoints near pits that the CPUs will pretty much always shove bubbles and bumpers into, several times where I got smacked around by CPUs in the middle of the dash ring jumps, and just generally struggling to get through them. There doesn't seem to be any point where the CPUs slow down or struggle, they just blaze through and I end up having to fight for 4th just to survive. This isn't necessarily a problem (there's always going to be a degree of unusual CPU menace on Master, it's to be expected), but I always lost the most lives on this track during my attempts and it's not even close for any other track.
2. Conversely, Dead Vertex is downright free in Grand Prix - the CPUs seem genuinely incapable of ever making it through the rocket section, I'm not sure they even try to go up, and this delays them enough on each lap that they won't ever catch up if you drive cleanly. This is the only track on Master where I would consistently see SPBs be deployed. The track itself seems like it would be a lot of fun in multiplayer, though.
3. On Aeropolis, the CPUs give a good fight *until* the Dragon Slope-esque section, at which point they pretty much always miss the slopes and let you pull ahead - since this happens near the end of the track, they never managed to catch back up after this on both attempts. I'm not sure how easy this would be to address, and again, the track itself is really damn cool. I love that it feels like Aeropolis without actually being any specific track from GX - it's a very cool way to adapt existing tracks without just being a port.
Again, this pack is really solid and I'd love to play these in multiplayer, and the Grand Prix difficulties I had are not anything close to a dealbreaker or insurmountable - just worth noting.