As for making harder to turn, you could implement this by adding extra forces, like side forces depending on torque. Or something. Bullet RaycastVehicle doesn’t support that. All I did was wheel rotation logic, I wanted to do the rest of missed things, but was feeling that will never end. But you can implement all stuff.
After reading og RaycastVehicle code in Bullet I think the far distant goal would be to implement fully featured car for Urho, having all needed effects, one can base off Bullet RaycastVehicle, but extend some things.
There are great articles like this which might help you on the path.
http://www.asawicki.info/Mirror/Car%20Physics%20for%20Games/Car%20Physics%20for%20Games.html