Ok, now this is awkward, because I now need to argue against a post agreeing with me...
Whilst I completely agree that 30fps should never happen in Sega Rally, this problem was actually solved really easily for myself by simply playing it on PC at 60fps. I'm always hesitant to judge a game on anything other than the platform provided the optimal experience. This was especially true for prior generations where arcade ports were generally massively inferior to the arcade originals (and 60fps being knocked down to 30fps was very common). Plus, Revo's stable 30fps was still preferably to the DC Sega Rally 2's eye destroying fluctuating 60fps.
I thought the handling model for Revo was great personally, and the track deformation was a fitting evolution for a series that different racing surfaces was always an integral part of its design, even as far back as the original. In a way, Sega Rally was one of the first hybrid racers that introduced more realistic considerations to an arcade racer.
What I didn't like in Revo was the race progression. I definitely missed working my way through the pack over a number of races. In Revo, I was usually in first place after the opening few turns, and then remained in time trial mode until the end of each race. That said, it was still one of my favourite races this gen. I would have loved to see what SRS could have done with some of Sega's other franchises (which wouldn't need as much consideration for surface modelling).