With dynamics you could always use the impulse to get it going an then adjust this via keyframing it, then bake the animation down to add the secondaty animation for the suspension, although you could use a hair system to add this where the wheels are attached to the folicle and the body to the curve, this way if it goes in a direction the car leans back under acceleration and left/right and then forward in braking.
Think to start it all off I would use a motion path over dynamics, with a basic model thats attaced as a wrap to a more complex model using the hair system, its probably going to be more complex as you might need to have some joints attached to the wheels to control the rotations via a SDK and an attribute (like you would when doing a reverse foot lock) and you would have to key the steering as the car goes along the path, probably same with the rotations of the wheels but thats probaly going to eoither be really simple that I cant think of or pretty complex, maube use the U value on the curve to drive the rotations via MEL????
The above is a bit of a brain dump so hopefully it might be useful, but I reckon it can be done, although Lauire's right you'll probably want to bake it all then adjust it using ol'fashioned key moving in the graph eidtor otherwise you could be there for years getting it sorted!!
edit - I nfact ncloth might just do something like this pretty well off the bat.
"No pressure, no diamonds" Thomas Carlyle