Nope, wheel/tire simulation is rather primitive at the moment. We are focusing on other things so I suppose these things could be implemented in a plugin once a proper plugin system is ready.
IMHO plug-ins are the way to go.
You could have a basic tyre simulation handled by the engine but there should be the capability for plug-ins to override that.
Imagine a driving sim where you have many AI cars driving along the roads. The engines' basic tyre sim could be used to handle those AI cars. Presumably this inbuilt basic tyre sim would NOT be CPU intensive. The player however might want much better fidelity for the car they are driving and hence they use a more sophisticated tyre sim plug-in.
The same applies for aircraft, trains, boats. The player would expect high fidelity simulation of his aircraft/train/boats physics via a plug-in but the physics of AI controlled aircraft/trains/boats would not need to be so demanding.