I’m not sure if you’ve actually used any of the community-made aerodynamic systems; I think an easy example of their limitations is in the “Spinning Things” example – this kind of stuff couldn’t dynamically or optimally be done without actual engine access. I emphasis “dynamically” because (as is the way of development) anything can be faked if you limit the scope enough.
In my eyes though, the performance and developer experience aspect of it all is the most important. I would quite honestly rather not fidget with some system some guy made for aerodynamics that hardly works for my use case and absolutely kills the framerate of my game, and I definitely don’t have the experience in physics to fake it myself.