Well, I'm keenly interested in the operational game. But I think some tactical runs need to be done that can be abstracted out to the operational level. Specifically about fueling, as that's the singular limited operational resource.
In FFW, if you have streamlined ships, you don't have a fuel problem. You can always fuel before combat. Non-streamlined ships can not, they're obligated to endure combat first. I've not played enough FFW to figure out how much of an issue that is.
Tactically, there's the question of the practicality of defending a gas giant, or, worse, defending several gas giants. Even worse, there's the whole question about fueling in an asteroid belt (which I do not really think is viable time wise).
If fueling off of asteroids is a reasonable alternative, then that means fueling off the Oort cloud may be reasonable as well. If that is possible, then the strategic map changes dramatically, as the Oort cloud is indefensible, and Oort fueling removes borders and strategic choke points, allowing deep penetration and raiding fleets -- fleets you can practically do nothing about outside of static defenses.
One could argue that it's not done because there's no evidence that it has been done.
But these are just decisions to set the model.
The other issue is simply economic. But as we saw in Rebellion, combat is not sustainable on any real scale. Not so much because of money, but simply time -- ships take far too long to produce. 2-5 years. The Rebellion fleets exhausted themselves readily to being barely operational with no spares in the pipeline for some time. With a large number of ship yards, you can have new ships rolling out in time, but the delay between builds is substantial. Soon, it's too expensive to move, operations halt, costs mount, and then impasse begins.
So, it may be simply that FFW models the operational game just fine.
I'm also fascinated by the communications and intelligence problems. I'd love to run a game with a player per fleet, and keep the intelligence and reports and orders in "real time". Not sure really how the plotting in FFW really mimics the problem. But I think as a player, being on the front line, dealing with the uncertainty of creaky old intelligence, ancient orders, and less of the big picture while being directed by a central authority with late intelligence and commanders who won't do what they're told.
Just seems like it would be interesting.
And, of course, everyone is aware of my feeling on the tactical game - there simply isn't any. Fleet operations are no more tactical than Risk.