Yeah, I kick my friends and family out of my games all the time, because their ability to read the rules and interpret the most efficient way to accomplish a task is apparently their fault, and not an issue with design.
My games have found ways to make vehicle combat interesting, in particular sci-fi games and starship combat, which in many cases has elements that can be ported over to an Age of Sail setting. I've done so myself more than once. The running a business part can and has also be reasonably modeled...
I'm always interested in finding more rules about modeling various parts of a setting in any RPG, and 5e in particular since my favored and most commonly played game, Level Up, is a 5e game. I'm just not especially looking for non-Sim 5e mechanics.
Nor is it mine to change my opinion because you've grown tired of the one I have. You're the one who decided to be cute and reverse all your statements to show me up. I don't recall going after your opinion.
The way all those are expressed by modern games does not work for me. Fiction first as expressed by narrative games is very troublesome to me for example. Nice "gotcha" though.
I played it for about 18 months, struggled with it, and then abandoned it as an RPG, keeping it as a rules vehicle for occasional arena fights. We went back to 1e and stuck with that until 5e came out.