Earl,
You have completely missed the major difference between FMod sounds and current AH2 soundpacks. The quickest response to that from me is that the current sound system gives you events. Then those events are applied in the game using the proper audio physics within limitations.
In AH2 there was a sound file that would, speed up, slow down, or change L and R positioning. The current events can introduce exhaust sounds and changes for example, or backfire sounds if desired. On top of the multitude of added nuances it also takes up a fraction of the game "memory" if I recall correctly.
Lastly, I can appreciate your fondness for a soundpack. Fortunately, there is nothing preventing such soundpacks from being recreated, but even then they will not be applied in the same manner as in AH2. Hopefully, this helps you to better appreciate that HiTech Creations has made a bold step forward with FMod, and they have done nothing to stop anyone from adding sounds. In fact, they have encouraged anyone to do so by giving us a walkthrough.