Appreciate your explanative reply...
I think I've some intrepidation regarding this, and relating to some luck issues within another game I play. I've also gone off in a another direction that I've found better defined in this thread. Naturally, I wouldn't want to see the two combined create futher complications, nor would I like to see too much use of the 'luck' factor. It's a little like playing the course for the first time during that day, and then again being the last golfer to play it at the end of the day. The conditions haven't changed... but your ball meets differences that may not be there previously, and won't be again.. how can we introduce it, without affecting gameplay and not simply making it a visual thing..?
Like any Golf Sim.. it assumes when you choose a course to play, you're playing it under the exact same conditions you may have chosen previously.
This is why perhaps, the variation should not simply remain within the PerfectGolf program, but also/or, be a variable within the CourseForge too.
I read your post in the other ball reactions thread, IanD. (As a prospective course designer myself, I'd rather had the game simulate altering playing conditions than having to spend hours imagining them myself, btw). And I think (not: advocate, just musing out loudly) that fuzziness might be implemented into the course conditions as well. Fast fairways, for example, could be defined within a narrow window of possible speeds instead of a single, fixed value. Slow greens could have a randomly chosen slowness within a narrow spectrum... and so on. Perhaps these spectra could even be reset from hole to hole, to add yet another source of uncertainty - and perhaps this could be enough to break the curse of perfect maths that would otherwise dominate the game.
There are many algorhythms defining a golf shot in PerfectGolf, I'm sure: Power, wind, spin, physics, textures, speed settings and so on... As long as just one of them allows for small fluctuations or oscillations or permutations instead of operating with predefined, fixed values, this would spice up the game considerably without depriving it of any challenge or rewards.