Concerning the pushbar rule: all or nothing. Either you MUST have your hand GRASPING the pushbar, or just trash it and make a new rule about stopping the buggy safely (i.e. 4 mechs on hand to catch - a good way to see if those brakes work too!).
5 second rule:
One of the worst rules in buggy. Only ever hurts new teams or a mistake made by that butterfingers mcgee mechanic. Can someone explain to me why this rule exists at all? The way I see it, squeeze every second out of the countdown you can, if you mess up and get in the way of your pusher, it's on you, self-inflicted penalty, suckas.
Can we open up a can of worms here and talk about the drop test? First of all, it's imaginable that I might just be bitter about our DQ by about 4 inches on the drop test this year. However, our buggy came to a very controlled stop. I'd much prefer that than having a buggy lock up whatever wheel they have it braking on and spin wildly and flip. Clearly this test is to ensure that the brakes weren't removed or disabled, but as long as the buggy CAN stop, why DQ? (I hope that) we are all poignantly aware that both drops and capes are in no way a good indicator of course performance in an emergency stop situation. I'm open to suggestions for a better test, this post is getting long so I won't proffer any here.
In my (very humble) opinion, one of the BIGGEST barriers to entry for buggy is the insane amount of DQs inexperienced (or even experienced) teams get every year. You get ONE shot after countless painful early mornings and thousands of dollars spent on composites, and you blow it by sneezing at the 6 second mark in front of the head judge. Convincing a new team that it's easy to do well in this game is hard with that MO.
If I were the chairman, I'd do a rules review to ***fairly*** reduce the incidence of DQs on raceday. Despite CMU nerds' ability to annoyingly try to win on technicalities in poorly written rules, and barring any removals of necessary safety precautions, just make it easier for teams to get on the scoreboard.