The key words there were "emulated". Because, again, for the level the PCs are operating which are usually one-ship personal trading vessels, most of the data that would matter at a higher level is, functionally, invisible. It might be a different story if the PCs were monitoring economic trends across their trade area and had the skills to analyze what those trends meant, but beyond "Currently pharmaceuticals are in surplus on Planet A and are in demand on Planet Z", neither of those is true. It might as well just be a table because the cause an effect are beyond their ability to perceive and/or utilize it.
This is the thing I keep arguing; certain depths of simulation are only relevant to the degree that a PC group can interact with it in some meaningful fashion. Past that random tables do a good a job of meaningful simulation as a far more detailed simulation would, because the latter would be functionally invisible.
But now it's not a simulation! It's not a model of anything. It's just a process that takes inputs and generates outputs - a
closed process, to use @AbdulAlhzard's term.
Which is just what I posted way upthread.
(I mean, Torchbearer uses a lot of random tables to determine camp events, town events, tavern rumours, etc. That doesn't make it a
simulation of anything - it just means that at certain points it is a mechanical process rather than participant decision that determines
what happens next.)
I disagree with your premises (at least enough of them), so I disagree with your conclusion. And I haven't been focused heavily on simulationism for 35 years now.
I've done as much purist-for-system simulationist RPGing as anyone posting in these threads, overwhelmingly Rolemaster.
The difference between resolving a Climb check in RM, and resolving a Climb check in Burning Wheel, is marked. That difference is what reveals that one of them is a simulationist RPG and the other is not,
even though the two PCs sheets look very similar (heaps of stats, heaps of derived stats, long skill lists with ranks, very similar equipment lists, etc).
But the difference consists in the process. Resolving a Climb check in RM is very close to a closed process. In BW it is not closed at all.
To try and add to this by saying, eg, that RM tries to simulate a world, just generates obfuscation and invites @AbdulAlhzared to reiterate his point that the model is woefully inadequate for anything but combat, and even when it comes to combat far from perfect - just as one example, the most recurrent in our RM play, the purely artificial split of activity into rounds with initiative at the top end can effect resolution (especially the interaction between (i) movement, and hence position and (ii) active defence, and hence liability to be harmed).