Well we still might go with the all-or-nothing scheme here. Firstly, it adds up to the risk. Imagine the players while airtime: If there is no risk, they just go crazy on the controls trying to pull off as many BR's as possible. But if the player has to estimate wether a third roll can be done or not, there's another "kick" to it. Also it makes you look more advanced if you can pull off 3br's. Also keep in mind that you can always practice tracks in Speedlap, and try where a 2br or even 3br works and where not.
Well it was Ami who told us to better clarify everything that comes from WO and will be used in SSGX. I know it sucks if we have to modify br's, but on the other hand: We all are a bunch of workes, pupils and students. If Sony sues us afterwards, we might get into bigger troubles here. Not mentioning that we have to delete SSGX from the public eye. This is why we need to but also want to make sure we are on a legal path including Barrel Rolls. And fact is: The Wipeout Barrel Roll is unique. Sure, you also can Barrel Roll in Fatal Interia for example, but it serves another purpose and you can do it all the time, not only in airtime so unlike in SSGX, it's a different kind of gameplay feature there.
Compare it to Split/Second: The heavily changes of the route are unique in that game and I bet if someone want to create a homage to this game, he will also run into complications if we just copypasted that feature.
Same with the Zone mode in WO...