My only comment is about the valuation of a Credit.
In CT and MT, I looked at a lot of the purchasing power for TL8-12 just to see what a Credit might be equivalent to. I don't know what MgT or MgT2 or T5 might have pegged it at, but based on my survey of many items of various classes, at the time, I recall finding a Credit had the buying power of 2.5 to 3 US dollars.
With that in mind, the pricing of your ground cars look closer to modern car prices.
MT was great for design of many things, given that it tried to cover everything from an electric trike to a 1,000,000 million ton Dreadplanet Roberts. When you span that much, you only kind of get the flavour of any particular time period. We all know that the game leaned away from some types of technology (nanotech, AIs, etc) and had a nostalgic attraction to cutlasses and shotguns in space (versus purpose built modern space combat weapons). That probably impacts some parts of the construction systems too.
As you say, those who want to include more modern levels of efficiency could up TL-8.5 or TL-9 IC engines to have more fuel efficiency, although that might only be part of the real story (lighter materials, way better aerodynamics designed from the ground up, etc). It's not just the engine tech.
I think it's interesting that these cars max out around 120 kph (75 mph). I haven't tried to build one, but I doubt we'd find it easy to build the blisteringly fast Tesla roadster with the MT system or some of the newer exotic electrical supercars either.
It's nice to have more designs for mid-tech because most fun adventuring I've seen in adventures or at the table happens between about TL6 and TL10. So the extra off-the-shelf product is a nice feature.
TomB
(kaladorn)