
The most important thing is that I can do engineering as opposed to tinkering (see aside*) and do high-level design work rapidly. I don't want to spend weeks bullshitting around with suspension points to see what they do. I can pick my kinematic curves, roll stiffness, lateral load transfer distribution and all those basic macro parameters... and once a lot of these are defined they really lock in where your points have to be to achieve them. There's fine tuning to be done with the realities of what rates are possible given constraints of chassis and wheel dimensions, etc... but this gets you pretty close, pretty quickly.
Also makes it much easier to anticipate things like, "If I buy a couple sets of tires to test, when I take off Set A and bolt on Set B, what if anything do I need to change?"
As an *aside... and I'm not sure if I mentioned this earlier... when it comes to design like this there are two ways you can go about it. The way we did at CU for many years was not suspension engineering. It was tinkering. You play with suspension points, move one up, another one over, and see what it does. Maybe you have an idea of where you're trying to go with the design, maybe not. This is a ground-up design approach. Can take days or weeks to get where you want to be.
The other method is to engineer a solution from the top down. You pick the performance parameters you want. Start at a high level. Once you start defining what you need to get the car to handle how you want, the small stuff falls into place. If I want a caster angle of 'X' and a mechanical trail of 'Y' there's one unique solution for how that works in the side view. It does the work for you!