Since we've built every track from the ground up (no assets or models were recycled from Forza 1), we've naturally gone in and added a ton of new detail to all the environments. More importantly, the track artists have followed up on a lot of suggestions, as well as corrections from track experts (e.g., track stewards) to make each track more accurate and true-to-life. Hundreds of Gigs of new GPS data (for elevation, dimensions, etc.) and reference materials were collected this time around in the pursuit of realism. Drift fans will be happy to know, for instance, that the drift loop has been added to Road Atlanta -- if nothing else, we do it for the sake of being completist.
A final thought to keep in mind, and it's something I've already mentioned on the forums earlier this week, is that with reams of track reference data for much more than just these 12 environments, our track artists will continue to be working and cranking out content even after our game ships. In other words, expect downloadable content in the form of both tracks and cars in the months following FM2's release. Will it be free? We don't know and can't say for sure right now but whatever it ends up becoming, we at Turn 10 aim to do right by the community. Definitely no horse armor here, folks.