Only in the Skywalker Saga, which obviously focuses heavily on Jedi. Plenty of stories and plenty of room in Star Wars for stories and games without space magic.
Depends on what the PCs (who we are paying the most attention to during active play) are doing with their time. If the PCs choose to spend their time fighting monsters and exploring dungeons (as will often be the case), of course those things will come up in play, as will finding magic items as...
I just want the world I play in to make sense for itself, as a setting, not to promote a narrative through its rules, and that includes artificially inflating the likelihood of certain events because they would be cool.
Exciting storytelling isn't the most important part of gaming for everyone, even if you present it as if that were obviously true. To me for example, verisimilitude is more important. If something is less likely to occur, I want the mechanics to reflect that. I don't care how cool that thing...
I've always been fond of the 1d10 system used in AEG's original version of Legend of the Five Rings and a few other systems. You roll a number of d10s (each of which can potentially explode) equal to your trait and your relevant skill against a target number. You can intentionally Raise that TN...
I think immersion is desired for any fiction. A lot of effort went into making the world of Fallout, just like a lot of other fictional worlds. I wonder how they'd appreciate their work being described dismissively as "junk food for the brain"?