There are no ship start-up sequences, no take off procedures,
I guess Diaspora's start sequences don't count?
Thing is, these are gameplay elements that, at least for me, do not add anything to the gameplay, but rather make the process of getting into the game a whole amount of Not Very Fun. Also, these can be done via scripting if you really feel the need to torture your players with what amounts to a fancy quick time event.
no interactive cockpits,
Define "interactive" in this context. If you want Falcon 4.0-style "The cockpit model is the menu" interaction, I think you're in the wrong game.
no partial system usage(i.e. turning off weapons, shields, or engines completely).
Can be done easily in scripting.
No realistic targeting features(the targeting system lets you target anything you want, anytime you want, there are no penalties or bonuses for having an AWACS present unless it's programmed as part of the mission story).
Why would we hardcode this stuff? Why shouldn't we leave this up to mission and campaign designers? I think you're looking at this the wrong way.
Also, realism? Really?
There are no field-of-vision radar style systems except for scanning.
And missile lock-on. Also, you cry realism and then expect me to believe that spaceships centuries from now
won't have more advanced sensor systems?
No ship weights, no bonuses to flight/movement for being fully loaded versus empty.
You could model this in scripting, but the fundamental brokenness of FS physics will get you. So why not start rewriting the physics system? Can't be that hard, can it?
No fuel systems, no afterburner limits,
I could swear there's a limited Afterburner option that was used by WCS, for example. Oh well, I must have been imagining things.
no shield limits,
What does that even mean?
no oxygen limits,
The average mission in FS2 has a duration of up to 30 minutes. There is no fighter plane in the world at this moment with that low an endurance.
no communication system irregularities(i.e. you either get the message as it's programmed in the mission, or you don't...as it's programmed.)
That's what mission scripting can provide.
Or, in short, nothing to make the aircraft any more realistic than its 2D R-type or Gradius counterpart.
....and that's bad?
This is why I made the comparison to 1941. Sure you change the ship speeds, shield power, hull power, weapons, and turn speed, but for the most part, there is nothing that actually gives the model any depth to the play.
This is what I am looking for in the next iteration of Freespace. I don't care about other games, they all failed to make the mark. Freespace is the only one that has a decent chance of getting the simulation/combat/story balance right.
Then I am sorry to disappoint you. FS isn't, never has been, and never was intended to be a hardcore Falcon 4.0-style simulation. If you can convince a coder to implement those features for you, or you implement them yourself, great. Just be aware that we have our mission scripting and lua scripting systems for a reason, and that is to allow people to change the gameplay without having to change the engine.