(3 part post, sorry for the text wall)
TL;DR:
-We need small incidents, drivers getting a little bit loose in corners (wheel wiggles), generate a bit of tire heat, lose a small amount of time (few tenths)
-Tire heating/wear should be calculated separately for front and rear and dependent on car stats (if high front downforce rating, then rears should heat/wear much more quickly, and vice versa)
-Airflow stats on parts should factor into cooling (and should be multiplicative against front/rear downforce effectiveness, but that's an entirely different novel)
-Balance airflow and cooling together as tires have two heating/cooling components (internal and external temps) that should be kept nearish to each other to max effectiveness
Part 1: Downforce and cornering, broadly
-Generally speaking, going through a corner at maximum capability should generate a similar amount of heat in the tires. The effect of downforce will of course allow that maximum capability to be faster as more of the force is being put into aerodynamic grip before the tire's mechanical grip comes into play, but ultimately either way in this theoretical corner, you are using 100% of the tire's capability.
--In reality, track surfaces and tires are not perfectly consistent, and drivers are managing pace and tires so they do not hit these theoretical limits. Which means cars with less downforce have to rely more strongly on mechanical grip, which will result in more heating through a corner (This is not represented in game). It will also result in more slipping, usually microslipping which you'd only notice it if you were really looking closely or at telemetry (Also not represented in game, except full slips of run wides). So practically speaking, lower downforce should mean higher temps and faster tire wear.
--On the other side, the driver themselves aren't perfect either. Better drivers can get closer to that theoretical limit than worse drivers, so while setting high pace the better drivers are also likely to be generating more heat than a worse driver who's not really getting as close to the limit. So while a lesser driver will be losing time on the charts, they very well could be handling their tire life better. But also, not knowing where that limit is as well, they are also more prone to slipping and generating much more heat than they save with their slower pace. So this part is a lot more difficult to really put a conclusion to how much driver skill should come into play. This IS effectively in game (see: Smoothness), but leans heavily into worse drivers wearing tires worse, which I would not call entirely accurate. Worse at managing a tire != tire murderer
---From a game perspective, I can understand keeping the downforce functionality more in the "theoretical" description as downforce is already your god stat and really does not need to be any more powerful than it already is. I would like to see driver ability come into play by way of better "incidents", where a lower rated driver doesn't naturally wear a tire down as quickly, however they are prone to SMALL mistakes in corners which cause more wild temperature fluctuations. I suppose you could argue that the current functionality of the game represents this, just not in that detailed of a manner.