Thanks for thinking of the racing side! Maybe I can help with a bit of clarity on at least how the 'canyon racing' term relates to activity in the Elite Racers and Newton's Gambit communities - as a lot of what I see in suggestions (well-meaning and appreciated!) is mostly big straight line stuff. I get that it's probably quite unexplained what goes into design for a challenging track that enables racers to compete on skill rather than just a straight line drag race that's more about build. Builds can be mirrored, and straight lines are kinda easy. (although there are people who enjoy it - no disrespect to them!).
Good terrain for surface ship racing should have tight turns, fast sections, slower technical sections that can throw you out if you mess it up, places to enable passing, logical flow of the track, etc. Whilst not the best track/vid by any stretch (it's mine and I suck at making vids),
this might serve as an example to illustrate. There's a map in the comments too, which also gives an overhead view of terrain, and you can see the scale/altitude aspects from the video. Another video in slightly wider terrain is
here (Arkansand's vid from Qarato). Again - look for the turns/sections and scaling.
I hope these 2 vids show how the stuff in EDO isn't workable so far, and might give pointers if looking for new terrain that might work!