- Fit, no worries. I am a strict controller driver, I was just curious because I think its an important difference to know.
The gearing is specifically wide(especially in lower gears) to take advantage of torque multiplication at higher speeds. It's part of the tuning I do as an auto-shift driver. It also helps keep the 911 chassis driveable in full throttle conditions. I'm sure if you bump a couple of tenths into the FD you'll find the car will be tuned far more aggressively.
Spring/100 = bump
Bump*1.5 = rebound
Wow. I think you may have really stumbled across something there... 
That fits a lot of my tunes frighteningly close, from what I can remember.
These calcs are ancient, with the slight exception of experimenting with inverted damping in FM1 and FM2.
When I want to throw a quick tune at a car thats how I do it.
50% of weight * distribution = spring
spring/100 = bump
bump*1.5 = rebound
IRL the bump/rebound ratio is very close to this 1:1.5 ratio.
Based on the info I learned in my Milliken book(
http://www.millikenresearch.com/rcvd.html)...
These examples are very rough but:
A street going luxury car(Non-police Crown Victoria) = 1:2
A street touring sedan(BMW M3) = 1:1.5
A track tuned sports coupe(911 GT3) = 1:1.2
A track specific race car(?) =1:1 (or less in some cases, depending on aerodynamics)
Keep in mind these are "ratios" not strengths. So as the cars get racier the required base damping levels increase.
To go back to sChocs question,.....The above example is why I tend to have/want 1:1.2 damper values, assuming of course that FM is realistic enough to emulate realistic suspension dynamics.
The spring values for the most part are determined to support the car for the speed at which it is capable of travelling while retaining a performance level of compliance. It is in this realm of tuning the car to it's abilities(build) and not to the conditions in which its driven(track) that I determine my base calc values.
Remember our weight multiplier calc discussion sChoc? The 50% multiplier you used worked well with my base damper calcs becuase the those base damper values were subsequently based on those spring values. More spring, more damping, less roll, etc. My only concern with the 50% stiffness had to do with the compliance of the springs in rough conditions(curb clipping). The new rough/curvy tracks in FM3 may accentuate my concerns in this situation. To me the 50% tuned cars felt like they "skipped" across bumps more than absorbing them.
The new CoG/weight transfer/tire loading physics may resist overly stiff suspension settings though. At the very least I hope they do for extreme ARB settings alone.
That said, the base weight/spring calcs of my calulator were based on multipliers less than 50% initially, typically in the 32%~40% range. They later evoled into a higher valued results, but added in a variable to soften lightweight cars and stiffen heavyweight cars at the same time. The final versions includedeven more stiffness variables, but I eventuall found my best handling results in the 38~44% range, especially with the spring/100+bump calc. The simplicity of this calc has remained becuase of the limited range and need for simplicity of the calculators. I can add varible multipliers for bump from springs but the end result usually made for some very ill handling lightweight/heavyweight cars.
My damper calcs have not yet compensated for aerodynamics, because I had a hard time realizing any benefit(in FM2) for doing so, not to mention the fact that the v5+ calcs had already gotten far too complex for "ease of use".
"Ease of use" is why i'm attempting a new approach to tuning. I'd like to tune(or offer free tuning) without having the need to open a spreadsheet calculator for every car. I want to return to basic paper and pencil tuning, but with an emphasis on driver/owner tweakage.
PS: Sorry for the walls of text, but its slow here at work.
