Automation models arent really suited well to BeamNG, due to the higher polycounts of automation models often leading to large amounts of lag and poor deformation performance even when paired with the best JBeam possible, while that certainly isnt the most egregious model for polycounts that im sure automation has to offer, its definitely far from ideal, especially when looking at how some of the polygons themselves are formed, making long n-gons that will cause spiking with jbeams in game (notably the pillars). Further, I would highly encourage you to start off with a much smaller project if this is your first time making a mod for BeamNG, as even with large amounts of Blender experience the process of porting and properly assembling a mod within BeamNG is insanely complex and attempting to code an entire vehicle into the game is a task that can be nearly impossible without solid hands on experience with making custom vehicle parts, custom JBeams, custom engine and LUA code, and countless other features for the game. For these reasons, I'd say you would be best off starting with something such as custom parts or engines for vehicles first, to try and get practice in importing models/textures/code into the game with proper alignment/JBeam/functionality and getting used to making features that do not overwrite existing base game content or conflict with base game content. After that, you will be in a much better place to undertake a challenge such as this.
--- Post updated --- Sound advice, but I'm probably gonna mesh slap a lot of stuff, also I'm very ambitious --- Post updated --- Designing a GT Sport version, based on the Vibe GT and Caliber SRT4
I changed it to Eminence, and I chose Bruckell because of the sporty image it had similar to Dodge and Pontiac