Sounds like we're chasing a number of things here, so let's back up.
Step 1 - What are you trying to achieve? What do you deem as important to know, and what isn't important?
Does a vehicle simulation have to by dynamic? No, certainly not. There are many ways of creating steady state simulations which are generally quick and easy. They will give you part of the answer. Maybe it's the part you want, maybe it isn't. That's for you to decide.
Let's use an analogy that's familiar to most if not all engineers - a spring / mass / damper system. If we want to know the system's final steady state response to an applied force, all we need is the spring rate. F = -kx. Easy! However there are a myriad of different damping rates and masses you can put in the system which will dramatically alter the way it responds to that applied force in the time domain.
Or think about it this way. For any arbitrary spring / mass / damper (or vehicle) system there are an infinite number of different dynamic responses it can have. For ALL of them, the elaborate dynamic response can be indicated by just three steady state "response derivatives" - the response against position (spring rate K), the response against velocity (damping rate C), and the response against acceleration (mass M).
That help at all? Bear in mind I'm not going to spoon feed all the answers of what derivatives are more meaningful than others or whatever.. but this should at least point you in the right direction.
Grip is a four letter word.
2 is the new #1.