None of the bolted affect the awesome racing, which is the core of good racing games. DriveClub isn't trying to be Gran Turismo levels of car-wankery for car enthusiasts. The cars are just meant to offer a few different speed options, not be a showcase of the whole worldwide car industry and that's not a huge flaw for a racing game. 50 cars with the kind of variation (in functionality) DriveClub has is enough.
The online system is obviously suffering from near-launch stress when everyone & their mothers are trying to play online at the same time, so I wouldn't take that as some kind of huge detriment to the game. Most bigger online-focused games suffer from it. As people aren't trying to get online as much and they adjust their number of servers to better handle the load, it should get better. Have some patience and those problems should be ironed out in a week or two. If you can't be patient, then I'd suggest you never buy any big online games day 1 and take a wait & see approach to them until it's confirmed whether there are any problems or not.
I don't see any problem with the AI. It's perhaps a tiny bit too aggressive, but that's preferable to drones driving on fixed lines. They seem a bit more humane and prone to error, instead of the perfect AIs that can do no wrong.
I personally think the weight & handling of the cars is perfect, so I'm not sure what you're talking about.
DriveClub is an extremely competent racer. 6/10 means it's barely above average when it's clearly above the average racing game. At its current state it's a 8/10 and with some bug fixes, additions like rain & snow, a few adjustments and them getting rid of the problems plaguing the online, it's easily a 9/10 racing game.