For some reason I feel like responding to your entire post with pointless commentary.
Okay, this might be backseat moderating, but I have to ask...
The fuck are you guys posting videos about, and why does it have nothing to do with this topic?
reactionvideo.mp4
As for porting F-Zero GX maps, why would we do that? We'd have to severely neuter most of them, and if the simple ones are so simple, why are we porting them? Just so we can be all "OH MAN WE GOT A GX MAP GURBULURG"? An F-Zero map was ported for two reasons: To bring variety into the ports, and as a nod to N64 Rainbow Road being in F-Zero X. We don't need another F-Zero map, or any other ported maps for that matter.
Not to mention that the Blue Falcon is in Mario Kart Wii. It's all relative.
In terms of play style it baffles me that there are even
a few people who think that it's reasonable to put a track from GX in. Even F-Zero SNES is pushing it.
And another reason for ports of maps from games like that, or Mario Kart Wii or Mario Kart 7 or SEGA All Stars Racing or Sonic Drift 2 or Pac Man World Rally or Rockman Battle & Chase or Dreamworks Star Kartz or Waku Waku Space Patrol Car or something is because I don't have a map to base ot off of. You can find maps for the SNES, N64, DS, and GBA tracks easily, while GC tracks are nowhere to be found but the 4 maps ported to MKDS and strategy guide scans. Mario Kart Wii and Mario Kart 7 are the same way, only without the MKDS options. And I don't mean Minimaps either: I mean actual maps, and the touch screen maps. I don't even think making a comprehensive map of most F-Zero X or GX maps are even POSSIBLE.
While your point is entirely true, it's worth noting that many S&SASR's tracks would be impossible to play in SRB2Kart due to the differing play style, and that's not even considering that a lot of them would be literally impossible to port. Part of me still wants to try porting one of the simpler tracks anyway though. I can think of a few that would work well, such Sewer Scrapes.
Also, Mario Kart Wii's tracks can be exported into a model editor relatively easily, so that's a non-issue.
As for "making easy maps for people to learn off of", we have a few of those, and while I agree there are perhaps too many "difficult" tracks in comparison to easy ones, I still feel there is enough maps to make a learning curve... if they were ever sorted properly. At least the Retro Cups are sorted now. As regards to c-lag, I doubt a lot of practice will fix that much. That's something you and your internet provider have to work out.
As someone with c-lag due to extreme distance I can attest that it's practically impossible to practise your way out of c-lag. I've got mad skills at Mario Kart, but online in SRB2Kart it's a whole different story.
Also, I think we have a nice proportion of easy maps already, but as we flesh out the selection we're going to need more for sure. It's just that what people are describing sound boring as all hell. Nobody wants Baby Park or Test Course or any of that.
I think we should focus on more variation in the track themes. For example, we don't yet have a Bows-, uh, Eggman's Castle stage. And we definitely should focus less on ports since, as you've said already, we already have enough of them.