I mean no offense to OP here, but since this topic already came up twice, and both times it turned into a heated debate, I'm going to just post this and go off-grid afterwards:
There are four (five) sorts of tests involved in vehicles:
1: Unopposed Piloting, which is either Stunts or Crashes
2: Opposed Piloting, which we can refer to as Vehicle Chases
3: Attacking
4: Defending
Speed Intervals apply in multiple cases, so blindly upping them all would for example take the bite out of drive-by penalties. So personally, I disgree with a general doubling of the intervals. However:
Handling only applies in Stunts and Crashes. Now Handling itself is strict. And to be frank, I like it. There's a massive added complexity if you're trying to stunt with a van rather than a low-Handling car. However, as I noted before, the double-dipping of penalties in low speed intervals and high Handling might be too strict. So a houserule I personally have suggested before is that when it comes to the Stunts and Crashes, you half the speed-interval penalty (round down, so every -2 becomes a -1).
(Another thing that's too strict, is the insinuation that a failed Handling test always leads to a Crash test. Given how one kind of Handling tests is driving covertly, obviously that ain't fair at all. I'd leave that up to the GM to decie as well.)
But one VERY important thing to keep in mind is that an unopposed test is rarely needed, and even then the threshold might be lowered:
Normal vehicle operation does not require a test.
Tests only come up when a driver/rigger wants to
do something tricky with the car— [...] make a hairpin turn at
high speeds, jump over the still-under-construction
bridge, that sort of thing. [...] Gamemasters can
increase or decrease that threshold based on the
difficulty of the attempted maneuver.
In the case where you have a spirit pop up in front of your car, and you're driving a poor-Handling vehicle at high speeds, honestly why bother swerving? Just ram the damn thing. And next time, if you intend to do stunts, bring a better car. At 9 dice, it's a VERY BAD IDEA to drive a van and push it to its limits.
Now if someone is interested in whether certain houserules still leave in the bite (because if you don't want a bite in the rules, then just go ahead and do your thing) while taking out the situations they don't like, and wants me to math out various dicepools with various vehicles and various speeds, with the base rules, the -1 Handling houserule, the halved speed interval houserule, another houserule that still keeps a bite in or a combination thereof, please go ahead and fire a PM at me. I know it can be hard to math those things out, and I've been itching for a full analysis.
But given how these topics keep ending up in both personal attacks and attacks against Catalyst, frankly I refuse to participate in those debates when so quickly they turn into 'debates', so I won't post anything else here. (And yes, insulting the quality of playtesters and proofreaders is the perfect example of turning into a 'debate' That is massively disrespectful to all the old and new fans that spent a lot of time playtesting, and was utterly uncalled for.)