So in general, I like it. Something new to do and the tracks are indeed cool. Overall, a good inclusion. Still, there are obvious things to tweak and change that would instantly improve the experience.
There are obvious sticking points on certain terrain on both tracks. On Venus, there is a huge drop onto a stream with a grass landing pad to the right. It's heading toward the right S-curve with a shortcut hill to the left. It is so easy to get hung up on the grass patch if you land in the stream and try to drive right onto the grass in order to line up for the boost gate. The dirt is visibly higher than the stream and catches the underside of your Sparrow. There are a number of turns in the Venus tunnels toward the end of the track before the teleporter. I watched two riders behind me slam into the wall right after I had. We were all heading the same way, following the boost gates and all hit the same wall. This leads to the second problem.
So many boost gates direct you out of a logical racing line. You can see this in tunnels when a lot of boost gates hit at an angle direct you into the walls. The pro thing to do is approach the gate and angle yourself on the racing line ahead of time so it boosts you in the direction you are travelling (Not facing, but physically moving). If you need to turn into a boost gate, you are at the mercy of the physics engine. I want to number every example in both tracks, but there is one toward the beginning of each track (Left on Venus, Right on Mars) leaving a big easy uphill curve where the tracks begin to loop overhead. You can hug the inside so tight but hitting that gate shoots you right for the wall. On Mars, there's the canyon jump heading toward the ramp with a pillar right in front of it. There are three steps to the left and on gate right in the middle. Problem is this gate sucks. It is heading toward a left turn so you can hit it straight and take the turn way too wide, or you can try and turn left through it and hope you dodge the two obstacles right in your way. In all these situations, I would recommend avoiding the gate and preserving the racing line, but that method is unsuccessful because...
Missing boost gates penalizes the racer with a speed decrease! Dude, missing the gate is a penalty in itself. You do not get the boost and when you are following a good racing line, most gates do a good job of directing you toward the next one. This is a sort of balanced slippery slope concept in anti-gravity racing games - the more you hit, the easier it will be to stay on track and missing boost gates does you no favors in staying in line. Making the gates smaller for racers in better positions is another good balancing design choice, but the speed penalty for missing gates is too harsh. It is rough enough sliding through the side of a gate and hearing that awful crunch as the screen flashes red like, "Nope, didn't hit that one. Get better." The forced slowdown is unnecessary.
To conclude, overall I think this was a good idea and the less I try to race seriously the more fun I have. One race I held 1st place for three laps only to be pushed by another rider into a pillar and then again into the wall of the Mars windmill and fell into 6th. The race ended with me winning a EV-40 Sparrow even still, heheh. The gear, especially a new Sparrow to replace my Lvl 1 Tutorial ride, was the only reason for me competing. The thrill of a race is real. I think this is a great way to get high level gear and XP without having to commit to a long mission or whatever. If they clean up some of the obvious issues, they could make this a permanent mode.
-Fix the sharp edges in both tracks that glue you to the environment. I only ran ~8 races and saw myself or other riders get stuck in the same locations consistently.
-Adjust the few boost gates that direct you away from the shortest racing line, specifically the gates leaving turns that throw your Sparrow wide toward the wall.
-Remove the forced speed decrease for missing boost gates.