@OP:
There are different kinds of "realism". Most of the things you list come under the category of things which could be simulated but aren't. Simulating things like the need to eat (as well as to defecate, while we're at it) would come across as tedious at least to many players.
The things I would criticize are a different category: if a decision is made to simulate certain things (like physical combat), it should be done using rules that can reasonably be expected to apply, such as the rules of everyday physics of things falling, flying swinging in certain ways. Where they are simulated in a different way, that difference needs to be explained.
In other words, I'm requesting a limit on artistic license in things which are simulated. Ultimately fantastic things like dragons or magic have their own rules, and there it is only important that they follow their in-world rules, but mundane things like physical weapons should behave and be designed realistically, because it is an implicit assumption that the physics of mundane objects work the same way as in the real world. If a sword design would be inefficient in combat in the real world (and was therefore never developed), it should make for inefficient combat on Thedas and consequently not exist. This also applies to magical weapons if they're used the same way. If a magical sword looks like you'd rather hurt yourself with it than the enemy, it should only be used in a non-sword-like way.
Note that real-world weaponsmiths were occasionally fond of ornamentation. See some 17th century rapier designs. The point is, the ornamentation was only applied to areas where that wouldn't hurt their function. Blades were always simple.
Maybe an even shorter phrasing would be "Let form follow function". Just having a sharp point somewhere isn't enough to make a functional weapon.





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