The problem with BRs is that they do not work everytime. Why do you put a mechanism into a game that isn't fully supported? It's like having pitlanes that could recharge your energy, but just if you've enough luck. Or airbrakes that may work randomly. It simply makes no sense.

But that may be fixed with the power the PS3 gives us.
But anyway: BRs destroy the flow of the game, at least for me. I can only repeat myself: I want back a more traditional handling (even though it requires complete recoding - hey, it's a new game and new games should have new elements included; we don't want to end like NFSU and its successors, do we?). Cause it's bassically the handling that gives us the possibilities to do BRs almost everywhere. With Pure's/Pulse's handling the ships's nose pulls up almost after every small jump - this way there's enough air between the craft and the track and enough time for a BR. And as you can see people can use almost every bumb for BRs now. Just look how ships react after a jump: they fall down like a stone and the nose pulls dramatically up.
If I remember correctly pitch control was supposed to be used after jumps in the old WipEouts: to gain height and stay longer in midair - now it's just used to decrease the slow-down effect you get from pulled-up noses.

Another reason why I don't like BRs is the fact that new track layouts (and also the technologies of PSP and PS3) include more static objects that can be used as ramps. I like static objects, because they are more realistic compared to the PS1-WipEouts where you could easily fly through walls. But the static objects combined with the handling make the race to a search of new little ramps or bumbs that may result a BR.

I gave a clear "no" for BRs.