Yes, but in the case of RPGs, how does the extra detail offered impact the players? If it generates fluff, then we can do that without formulae.
I do think Traveller risks being rules-heavy at times, but mostly in the supplements. The books on robot and world construction are fine works, but in game terms what does it come down to? Robot X, after extensive calculations, has this gun and these stats.
Yes, my reply was kinda assuming the core rulebook only. If you add more sourcebooks to the game, then that is your choice. If you are not interested in robotics anyway then, as referee, you can just skip them. I'm in a campaign at the moment where the referee has outlawed AI and psionics. So I am intrigued where the campaign is heading.
On one level, I think the most compelling RPG-elements are the plot plus the interactions, where the choices of those interactions matter. The RPG just makes the most repeatable interactive elements available as a game mechanic. The rules also give those elements more substance and unequivocal consistency.
On another level, the reverse can happen. That is, the game mechanics are thought of as potential tokenised backstories or plot narratives. So for every game stat, there is a potential backstory and plot involvement waiting to be written. Of course, some stats are never written with a backstory because they just don't feature. In which case, the stats have saved you and the players a lot of time.
On another level is the beginner character with less skill or resourcefulness, who cannot solve the game challenges underhand other than resorting to brute force or combat. Then the rules provide for these situations, in every way except reputation.
as a GM, I can just decide the robot has those stats. Same for worlds. I think not many players care if World Z has 3 dead worlds and that the sun is a G2. They just want to know what they can interact with: "what is there, can I buy stuff, does it have dinosaurs, etc."
Of course, there are people that love to make these things—I used to before I realised life is too short for generating things to a level of detail that most players will never engage with.
Yes. Take a real-life analogy. If you were driving on a motorway with friends, would you all be bothered about whether you were passing a clump of trees or a bush en route to your destination? Probably not, unless you were all botanists or something. The point is that now these details are included, they can be woven into plot elements. Or, because this is science fiction, then there are people who are interested enough to know the difference, in some way. Same goes with things like rations and sleep. With those, the referee can make a point about doing enough to keep the PC alive, or just skip the details altogether, and give the players a free lunch!