OK, one at a time...
To those "you code it" or show me realistic engine management challenges... I deal with it all the time in Targetware.
Yes, it is simplified such that one system can handle many, many types of planes and engines from different countries. But, even in this simplified state, it's quite robust, adds the correct amount of "pilot workload" and well simulates the benefits and consequences of managing or mismanaging one's engine. As for IL-2, well they OVER-simplified it to the point where it pretty much doesn't even work. But, it can be, and has been, done.
Also, it's not that hard to come up with guidelines and parameters that can
reasonably simulate the effects of overheating, over-revving (there's another thing...nobody's ever "thrown a prop" in Aces High, either, have they?
) and the effects of poor application of fuel mixture. You can start with maintenance manuals for aircraft of the period, just the same way you can find test data and design documents for the planes to model them in the first place. As for within the sim, the one I'm referring to has a universal "cooling factor" which can be ratcheted up or down for any aircraft to factor in things like if a certain plane had a record of engine heat problems, if the cooling systems were or were not effective in the field, etc. So, you can apply it equally across the board (not very realistic) or you can tinker with it to produce a more interesting (and probably more accurate) flight model.
To those who say your engine won't act up if totally neglected (which is, to my view, the definition of leaving the throttle at 100% the entire throttle): you're simply wrong. Many pilots didn't come home because they mishandled their engines. And it doesn't necessarily have to "blow up in your face" to malfunction. Steadily lessening output is really all that's needed to drive the point home. You lose 20% of your engine power during a fight and see if you don't notice the difference. And that oil splatter and smoke coming from the cowling? Oh, never mind that.
More on operations expectations: years ago I wondered about these issues, and had a chance to sit down with the real (Franz) Stiegler, a Luftwaffe pilot for JG27 and JV44, and also a trainer. Qualifies as an expert, IMO. I asked him about this, and, to paraphrase, he said, "Full out throttle was saved for periods no more than 10 minutes in a one-hour flight (not meaning WEP or ADI, which has its own limits). We would use full power during take-off, then throttle back to about 80% for a climb [unless it was an emergency "buster" climb to intercept]. Once at altitude you'd throttle back to no more than 75% for cruise." He also said the reason for this was to save the engine for combat when you really needed to go balls out.
One fellow really hit it on the head though: "this isn't a sim, it's a game". I suppose if that's your attitude... well, then nothing really matters other than just "blowing sh*t up," right?
This is what I mean by excuses. You can always find a way that even a good simulation isn't 100% correct, and you can always say things like, 'Well, we don't actually die in the sim, so that's unrealistic too..." or some other smokescreen to excuse things that could be fixed or addressed... but would simply inconvenience a gamer type who doesn't
really want any kind of challenge or anything that makes him have to work at to get better, or that he can (heaven forbid) learn something from.
As for "optional" this shouldn't BE optional. It should be a part of the simulation, simply because it was a fact of life in the real event. People would learn to do it, because they'd get tired of frying engines and balky performance. Same principle as if you don't put gas in your car because you "can't be bothered to". When it runs out of gas, and sputters to a stop, you WILL take the gas can and walk all the way to the nearest station, if you want to drive your car again.
Fact of the matter is, many people will fight the very idea of (more) complex engine management only because they're lazy... and because their mindset is on the gamer side of the game <----> simulation spectrum.