Race gates experience several issues which makes it hard to make multiple tasks about it, since a few of them influence each other.
race gate markers when racing don't appear in either MP or SP
saving a blueprint doesn't save the linked gates, every time you load a new one, you have to use the marker beam again to re-link all gates.
racing itself doesn't really work. As far as I can see, going through the 1st and 2nd gate of the race track works and the game recognizes it properly. After that though it's broken, most gates you pass often don't change the status of the race (they are added to the race track) and if it does, it's completely wrong and even claims you're doing more laps than the race has. I saw the gate counter go downwards too which is not really what I expected (probably related to laps).
the "Gate" column uses index values (so the 1st gate is shown as 0) but the green notification message gives you the correct value (1st gate is shown as 1 out of X gates)
the index values need to have + 1 added to it.
you can join a race that is finished.
Any player can remove a race, from any place, no matter what state the race is in. Only the person who created the race should be able to remove it and/or only races that are closed completely (every contender has finished)
+
You can't join a race on a factioned entity, unless it has permission modules near it but then you can create races yourself and change stuff which isn't a good solution either
there's no countdown till the race starts, the first one who crosses any gate starts it but this is extremely unreliable since not every player can line up properly at the supposed starting gate + has the patience to actually listen to someone and wait on some sort of signal.
the "Started" tab of a race never changes it seems, it's stuck on open
...room for more issues...