I do want to make one advisement here, and that is to be aware of the scaling of the model. (Additionally, I don't know whether one can determine where the "point" resides along the length of the model, but that may be a consideration as well.)
I've attached a few screenshots. The top two are of the default moviepack model, the second two are Edd's low-poly cycle, and the third is the texture pack lightbuggy model.
All are taken from the same height. Notice how Edd's is larger. This can be a practical visual issue with it overlapping walls too much.
Now look at what occurs when turning. Notice how much the hind-end sticks out on the turn. On Edd's, the tail begins before the rear wheel, causing an odd pivoting effect. This makes gameplay screwy, at least for me. The motion is less conspicuous with the standard model, where it begins about the middle of the rear wheel. I think the buggy has the best placement, even if it's the ugliest model.
My suggestion is, whatever model is decided on, use the lightbuggy's scaling/placement as a cue, with little to none of the hind-end sticking out beyond the "point."
Know what I'm saying?
(Of course, the reverse is an issue as well—the fact that so much of the front-end extends beyond the point, thus causing the model to pass through a wall when it makes contact.)