None of them are space sims. It's like calling HAWX a flight sim.
And if complaining about this absurd mislabeling is spergy then sperg on.
You're as intellectually dishonest as they come, aren't you? I'd be ashamed to spout such twaddle.
I will allow that the X series, with its simple flight mechanics and lack of Newtonian physics, can be construed as arcade-y... although that ignores its fleet dynamics and automation, complex economy and sandbox elements. Limit Theory too appears arcade-y in the flight mechanics department, although again, it will feature fleet dynamics, procedural generation and complex sandbox elements. This is more than enough to qualify each of the two games as space trading, exploration, building and combat
simulations, if not cockpit-based, jet fighter-style, realistic
simulators. There are many different kinds of computer simulations, and space-based simulations do not need to emulate the NASA orbiter in order to qualify as sims.
Yes, most hardcore aeroplane and helicopter SIMULATORS (particularly industrial/commercial examples) are as true-to-life as their developers and designers can make them. Super-realistic physics, weather conditions, tons of dials, switches and levers that function as they would in real life, and so on. Space sims do not need to strive for that level of realism in order to be considered space sims.
In short, I hate you and I hope you choke to death on your own vomit... which probably means I've been successfully trolled, but I stopped caring about that a few years ago.