If it's about trimming the game to its essentials, then why does a feature like the social progress screen even exist? The essentials of the game, I'd guess, are placing buildings to maximise their bonuses. Everything else is simplistic, and either supposed to get extensively reworked (diplomacy), or rather simplistic (tech tree, social progress). The latter seem to me to be a distraction rather than an integral part of the game, so why are they in at all?
Ultimately my point boils down to this: Oversimplifying things in the name of streamlining takes away the immersive aspect of the experience. In a good 4x, to me, change is gradual, granular, sometimes reversible and often dangerous, and not a sweeping "click to triple this aspect of your civilisation".
The way buildings, population, injuries, energy and so on work in SBR is engaging and feels relatively life-like, because it is a complex system with many interdependencies that, in many instances, just plain make sense. It feels good. Things happen because of actual reasons. I tinker around with pollution and trash, with crime and health, building positions and adjacency bonuses, overlapping fields of fire and interception, energy efficiency and energy reliability, trying to get all those systems to interact in the best way I can come up with.
But social progress? Click to get a bonus, forever and with no further thought about it. For a game about managing a complex, life-like system, it just feels completely out of place.
Which is also why Civ5 is, to me, just feels bad - after so many iterations of the game that all made efforts to make it feel more like a natural progression of world history, more like a coherent experience, Civ5 just made it feel like a game - nothing more. And maybe if all you're looking for is a game, any game as long as it plays well, then Civ5 may well be the top 4X.
But for something that actually offers a meaningful experience revolving about many of the things that actually made the world's civilisations, Civ5 is next to worthless because it streamlined away so many important details, only to replace them with oversimplified slickness.
But I'm also the guy who actually liked MoO3 because it felt more like ruling a space empire, and who preferred SR1 over SR2 because while the latter may be a better, slicker game the first one actually offered something unique...so what do I know.
I never warmed up to The Last Federation because even though it was based on a simulation, so much of it was just too arbitrary and unrealistic to offer a coherent experience. It just felt like trying to bludgeon some numbers go up, others to go down, and that was that...except for the ship combat, which felt like a thoroughly out-of-place mini game.
AI War, on the other hand, actually felt like trying to fight two god-like AIs. I guess I needn't explain why; not here at least.
Ultimately, I would like to see SBR become an interesting, immersive experience rather than just another game. If that's not what it's meant to be, then fine.