The balance is I guess the ability to move happier staff into main roles to support the main staff member more. Example is my head designer is current terrible morale but my junior staff have good or very morale so he produces better part then my head designer.
End result by having two designers I can continue to develop better parts through the season as morale continues to drop. I am almost 100% sure now morale is meant to drop as the season progresses with morale bonuses being handed out at end of the season. (this week will tell)
Hidden reason is due to mocking the drag of a season and a length of a season (Fatigue factor); this slows development towards the end of the season also sort of building in a factor that it hard to maximize your designs towards the end of the season as you have already collected all or most of the data towards your designs.
Could this be done better? Yes, but I actually like the fatigue factor in the staff members but it also has a negitive effect if you wait to long to start your next season chassis(parts) as it won't be as good as your current one if your morale is too low when you start you new chassis (parts). So it looks like you might really want to start new chassis in week 1 rather then week 6-8 to max out your morale boost & development.
Edit* I am not thinking it's a bug anymore but rather an concept that has unforeseen knock on effects that were not thought of at the time.
I don't think this 'fatigue' idea is realistic - the designers work constantly throughout the year! The moment you stop focusing on current car you switch to next seasons - this is only limited by cost not happy staff!
I've been monitoring mine all season. They dropped rock bottom very early. All of them. If that's a fatigue issue, why the entire design team? Seems too bizarre.
Can't be, I had few if any projects at the end last year and nothing. We really do need answers, just a clarification. It's so ridiculous to think new features are being made when the basic concept still isn't confirmed.