I generally play with whatever "realism modules" the game I'm playing natively includes. Like, Fate... the basic conflict resolution mechanic uses "Stress" and "Consequences", so I use a stress mechanic when playing that game. The thing being, doing so doesn't make Fate all that realistic.
I find I have to quibble that several of the things listed, while often used with the justification of "realism", may not be particularly realistic mechanics in any given implementation. The real world is not actually conducive to heroic action, after all.
My use of carrying capacity and inventory limits are between "no attention" and "incredibly picayune" I work with, "please don't be ridiculous." I'm playing a gnome with 8 Strength. The GM has never asked how much he's carrying, but I keep an eye on it, because it wouldn't be fair to have built a character with a dump stat and then ignore the impacts of that choice.
Similarly with food, water, and ammunition - if the party is someplace where coming by basic supplies would be difficult, such that inventory management is actually part of the challenge, then we track it. But most of the time it would be busywork that doesn't add anything ineresting to the result. If they are paying their monthly upkeep costs, they can assume they get food and arrows pretty much as needed.