* loading multiple models - currently VDrift does load multiple models, they're just fairly narrowly defined (body, glass, wheel, interior).
* I like your idea about distortable tires and wheels, it would also be very nice to have changeable tire pressure, etc. and the ability to specify tires by their size codes instead of car authors having to convert that into physical dimensions. However, VDrift tire physics model is a complex one for which we do not have a lot of data, so it is not easy to adapt the system to changing sizes, inflation etc. There is a possibility of soliciting a sponsorship from a tire company to get real tire data but that's something that will have to wait for a better polished version of the game (which we may have soon!)...we'll have to see where that goes.
* Animated models - currently the model format does support animation afaik but VDrift does not use this functionality (we haven't needed it yet).
* lots of visual details: this is a common idea that only scales as well as the availability of artists who have time to make free models for the game. Maybe as the game gets more popular we will see more people willing to do this work; but for now most artists involved with the project are more focused on getting some cars made than filling in every detail including things that aren't usually seen during gameplay. While nearly everyone will agree that this stuff would be quite nice, the project's focus will probably remain accurate simulation of driving before perfect graphics.
* Destructible cars - this too would be very nice, but lots of work, see the last two points...
Generally in terms of game art, Joe tends to support whatever the artists ask for when they're creating things for the game. We'll have to see what happens when someone comes along with car modeling ideas that include things lie full frames, engines, transmissions, removable fenders, and animated antennas and mirrors.