@joystickhero: There were a few things we didn't have time to implement.
Having a vehicle select with different speeds.
Tons more event ideas.
Minigames. (although this one would have taken 4ever, so we would have had to finish a couple days early)
As for stats: Some events have thresholds that you need to beat to get a good outcome. For example: if your agility is above a certain number, you will take less damage than if you weren't agile enough to dodge whatever it was. We could have translated that a little better(or at all) to the player, but I assure you that there are calculations going on behind the scenes for the events.