I guess I should slightly redefine my statement, since it seems like it’s been taken slightly different then intended. My true goal is ‘consistency within the cataclysm world’, which at the moment is defined as ‘the real world with a few exceptions’.
For example the reason why guns hurt zombies isn’t for a gamey or balance reason, it’s because cataclysm zombies aren’t the same as zombies of most fiction. Cataclysm zombies operate with ooze that utilizes the same systems as when the creature was alive. Do enough damage to those systems and the ooze shuts down for a brief period as it repairs/changes those systems, at which point it awakens again (revives). There’s an internally consistent logic behind it. Similarly the reason shocker zombies exist is due to the ooze utilizing the previously installed bionics present within the zombies, and jabberwocks (as their description explains) aren’t mythical creatures at all, but are simply an amalgamation of a number of corpses that have melded as the ooze revived them. Similarly triffids and fungaloids, while being fantastical creatures, still operate using real world mechanisms that can be found in real life plants if you look.
Each thing is consistent within the cataclysm world and that is the ‘realism’ part that we strive towards. (Yes, nether creatures bend the rules, since that is part of their definition as nether creatures, and they occupy the one small spot where currently most realism may be thrown out the window.)
You mention things like fumbling, reloading, maintenance as things that we can’t do, but the thing is that all of those exact things are currently on the dev list, just waiting to be picked up. We can do them, it’s just a matter of implementation, not one of inability.
Edit: fixed some autocorrect stupids.