Sim rules often make things harder on the PCs, especially if you're looking at it from a 2026 "modern" perspective.
I didn't say the PCs. I said the
players. If the players are having a problem with how hard things are for their PCs (especially as a group), there's something either wrong with the rules you're using or the group you're playing with (i.e. you and they are out of sync).
It's not going to be the most popular route. Doesn't mean there's no value to it, or that no one would buy it so why bother. Challenge, threat, realism and/or verisimilitude, exploring a consistent logical world that doesn't feel like it exists just for you and your amusement, and, yes, a little more complexity for those varied outcomes and increased granularity, are worthwhile things for some gamers, even players. I know I would jump at the chance to play a PC in such a game, and I wouldn't feel those rules are "at my expense". The idea that they would be is your bias IMO.
Note that when I started with this, I explicitly was talking about games that
don't have either wider range of output, nor additional meaningful input at the player level that they can actually utilize. In fact...
"You can at least have a situation where the more complicated version is complicated for reasons that are pretty pointless at the
player end. I've argued against simplicity and speed for their own sakes because there are two things that tend to get lost in that: 1. Ability of players to engage with the resolution in a way that has non-subjective decision-making, and 2. Detail in output is, again, limited in any way that is not fundamentally arbitrary (i.e. the GM or player just
decides on it).
But you can also have complication that's about non-player input (i.e. the GM is factoring a whole bunch of bits and bobs into the resolution, but the players have little or no interaction with those bits) and the resolution process has no real exterior input. I know that might still matter to you because of your simulation bias, but at that point it really matters only to the GM because only the GM really sees it or has any input to it.
In those cases even to players who care about input and output aren't going to care if there's simplification, because the complexity wasn't actually doing anything meaningful in the first place to them."
See the difference between that and what you just said?