Sits right next to the torque conversation, but it's a separate idea. Worth keeping the two apart.
Stay with the volume metaphor. Imagine the speakers in two cars. The first car has cheap speakers. Push them anywhere near their limit and the sound falls apart. The bass crumples, the detail smears, anything sitting on top of the music vanishes. The second car has properly capable speakers. At the same volume, the music sounds cleaner, because those speakers aren't anywhere near their limit. They've got headroom. The quiet stays quiet, the loud stays loud, and every little texture survives the trip from the song to your ears.
Force feedback works the same way. Your wheelbase has a ceiling. The forces your sim wants to send through it have peaks. If those peaks ever reach the ceiling, the wheel outputs its maximum and holds there, which means every bit of detail living on top of that peak gets flattened into a constant force. That's called clipping, and it's the silent killer of fast laps.
Here's the example that lands it. A high downforce corner. Eau Rouge flat, 130R, anywhere the car is properly loaded up. The wheel goes heavy. Inside that heaviness, you still need to feel the front begin to push, or the rear start to step. Small variations sitting on top of a very big load.
If your wheelbase is clipping in that corner, the moment you needed the information most is the moment the wheel stops talking. Not stops, exactly. It carries on putting out its maximum, but in a flat line. No variation, no detail, no warning. By the time you've spotted the slide with your eyes, the catch is already gone.
That's the real argument for a higher torque base. Not the strength, the headroom.
Same corner, two wheelbases
Peak load asking for ~12 Nm
8 Nm baseClipping. No detail.
20 Nm base40% headroom. Detail intact.
Same scene, same peak. The 8 Nm base has run out of room to talk. The 20 Nm base still has headroom to add the small signals on top, which is where the warning of a slide actually lives.
Practical
Higher torque isn't about feeling stronger, it's about not clipping when the car loads up. If you're on the base you've got, every sim has a way to manage this. iRacing has an on-screen clipping meter and an Auto button that calibrates max force for you. ACC has a Gain slider. Use them. You'll trade a little weight in the average parts of the lap for keeping your detail where it matters most.