Regarding the grind, Clap Hanz has really gotten progression backwards here, which makes little sense as they used to get it right.
The idea should be:
-Introduce course 1. Play a round / tournament or two to move on.
-Introduce course 2. Play a round / tournament or two etc.
-Introduce course 1's long tees.
-Introduce course 3.
-Introduce course 2's long tees.
-Introduce course 4.
-Introduce course 3's long tees.
-Introduce course 1's championship tees.
-Introduce course 2's championship tees.
-Introduce course 4's long tees.
-Introduce course 5.
-Introduce course 3's championship tees.
-Introduce course 5's long tees.
and so on from there.
Different tees can make a course feel utterly different, but you want that spaced out with the addition of new courses to keep it fresh. In past games they totally nailed this, and they did so partially because you'd be unlocking mid-level characters who could deal with longer tees rather than just levelling up.
Instead I arrived at course 3 having to play off regular tees despite hitting the ball 330 yards with my driver. And since I can't 'de-level', the regular and even long tees are already worthless for me, but I'm only now coming to them on this course, and it'll be the same for course 4 and 5. The balance is all wrong due to the grinding systems.
I should have already seen all the courses at least once by now, and by now I should only be playing long tees with some championship tees mixed in.