As the "Lodding Machine", I'd like to give you a couple of suggestions
1- Always use car_2_lod_0, it will make it easier to make lods for both cars by just moving the car numbers and driver names mapping
2- Play around with Vertex Weld and Smooth modifiers (the first one mainly) to get better results when "crunching" the shape. Use them before and after the optimization!
3- Beware that, as we're using .3ds format, we'll always get screwed up normals in Zmod. You may want to have a crack at re-calculating them, but that's kinda boring, and from lod 2 onwards, you won't notice the difference.
4- You may want not to "crunch" the shape for lod1, as it's the one that shows up a lot in-game. Just delete z_cockpit objects from lod_0 and some random minor parts as little antennas, etc. z_cockpit objects should be enough though.
5- I made, some time ago, a little util that renames objects inside a .gp4 file. It has a built-in function to automatically rename car objects to a shortened version in order to export the car correctly in .3ds format, and then to rename them backwards to the original names. I don't ensure it to be bug-free nor user friendly, but some of you maybe be interested in it. If you want to, I can upload it somewhere.