A lesson in racing game history:
Wipeout. It has a lot of symmetric road splits (and admittedly one track with asymmetric splits and blatant unfairness). The difference was usually something like road A is harder to get into after a sharp turn but has a booster or weapon, B is straight but has no power-ups; or A is bumpy and better suited to light and quickly accelerating ships, B is longer but flat so heavy ships can stay at top speed...
Sorry but it is not Nadeo's job to think in my place and "help me make better tracks". If I want to use symmetric splits, or even asymmetric splits and time each branch so they are exactly the same length, that's my choice.
So I improvise with dirt sections.

My God is a vengeful God.