The ratio of good cars to wrecked cars is set in blockplaceholders.xml, where it defines the eligible cars and their respective chance of spawning for the carsRandomHelper block that biomes.xml places at random in the world. The biomes code determines where there will be cars, and the blockplaceholders code decides which car to put in each spot.
For more cars on the roads, you could increase the chance of carsRandomHelper spawning in biomes.xml for each of the 3 blocks used to make roads: City Asphalt, Country Road Asphalt, and Road Gravel. They're the very last things in the biomes.xml file. You could change the chance with a Set command.
For more wrecks vs. goods cars, you would need to increase the chance of the former and decrease the chance of the latter in blockplaceholders.xml.
But there's probably an easier way if you want both more cars and specifically more wrecked cars. Create a new block (in blocks.xml) that something like MoreWrecksRandomHelper. You could probably just extend from carWrecksRandomHelper. In blockplaceholders.xml, make an entry for MoreWrecksRandomHelper that gives all the possible vehicles you want it to use. Then, in biomes.xml, append one entry to each of the three road blocks (given above) that puts your new placeholder in the pool of possibilities for things that can spawn on top of roads.
<blockontop blockname="MoreWrecksRandomHelper" prob="0.0005" rotatemax="3"/>
That's the same chance as the existing car placeholder block on City Asphalt, so you could maybe go a little higher on it.
Since cities are built up of tiles, I'm not sure that the same random scattering will be taking place in the heart of the city, but you can generate a few maps and see how it looks.