How does one want a realistic space game but also hate spreadsheets?
Anyway I don't need a spreadsheet to know where a moon is gonna be in N time. A simple visual simulation I can whip up with AI in minutes would do the trick.
Ok, lets try one example, the game has a mechanic where a station has a docking port where all ships exit oriented in a single direction. Many pilots have bookmarks that allow them warp very quickly away because turning around is slow so the bookmark is oriented straight directly away from the exit. How does one deal with that in a solar system if we assume even minimal orbital simulations?. It has 9 planets 33 moons, and only the dumb players warp directly to any particular planet or moon because of course everyone expects that, so they place them in random positions in space.
Are you able to do n-body math in your head?