Sure. That's why I proposed that an RPG is simulationist if
- it intends our real world as a reference, excluding fictions and beliefs,
mmm, not really. Well, I suppose, you're always going to have the real world as some sort of reference because most games take place in worlds that are pretty close to the real world. It would be really hard to play a 4th dimensional RPG after all since most of us aren't mathemeticians. Or a 2D flatworld RPG would also be difficult. Fun, but, difficult. So, yeah, you're always going to have to baseline to something and the real world tends to be it.
- it is granular and prescriptive enough on all included real-world phenomena that interest us,
Not necessary. I'm tripping over the "all" in that sentence. That's a level of granularity that isn't necessary. Change that to any and we're on a good start.
- the results of the mechanics of that RPG include granular descriptions of what we must imagine in the fiction,
This I agree with. Or, at least enough granularity that we can exclude some descriptions in any case. If the character dodged the attack, for example, the exact narrative wouldn't be up to the mechanics, but, any narrative where the character actively avoided the attack would fit while any narrative in which the character did not actively avoid the attack would be excluded.
- we find ourselves able to suspend disbelief in respect of the results and descriptions of the included phenomena
This I agree with.
- a reasonable player has and needs no alternative to imagining what is described
Not sure I agree with this one. After all, as above, we don't need the mechanics to explain exactly what happened - just explain enough that we can definitively say This did and That did not happen. What This is is pretty broad though.
This puts the burden on the game system to supply descriptions as output along with numbers, but I think we want to go further than that. I think we probably want to say that the descriptions shape future choices and resolutions otherwise they're empty fluff, which we might as well provide ourselves.
No, I don't think that follows. Again, using the dodge example, you don't need any follow up to that. The character dodged the attack, avoided all harm, and now can act in any fashion.
Like I keep repeating, the difference here is not full knowledge vs some knowledge, it's the mechanics guide the narrative vs the narrative is entirely divorced from the mechanics. As you say, empty fluff might as well be provided by the players. Which is generally what we do in D&D because the narrative is almost always empty when it comes to combat.