This is neat. I think one way you could refine the concept would be to make it so that you can draw the entire track as a brush-stroke rather than wall segments. By doing that it becomes easier to make a good-looking track, you can use the centerline to determine leaderboard placement, reset the player, mitigate player ping-ponging on the walls, etc. But regardless of the system you're going for, just generally having more tools would be cool.
Also, the perceived slipperiness of the cars comes from low rotational friction. When I release the key, the car stops turning over a second later. That makes sense for ice, but not for dry pavement with speed-adjustable power steering.
Upgrading triangles is the simplest strategy. If you have a lot of supers with high damage and chain %, and then rush to click all of them at the start of the level, you have a good shot at covering the entire board.
You can get a $1000 bonus on the first day if you place one news at the far left and a second in front of pet. It's break even but then you have an extra news for later.