It boggles my mind that in a game which shatters the laws of physics left and right, it’s the bleedin’ pizza boxes that are wot breaks da immershin.
Some (a minority) of the physics defying phenomena are necessary for gameplay and have appropriate context, but the pizza boxes and similar oversights are not.
Areas of extremely low gravity could simply have all the garbage cleaned up, some more prominent fasteners placed around, and standard containers replaced with pouches or the like.
If we want to retain the familiar clutter that would be an outright hazard in microgravity, it can be relegated to outposts in proximity to objects with significant gravity, and instead of having those outposts in orbital free fall they can levitate, with
thrusters. The single best established facet of the game's underlying technology is that we have engines with fantastic specific impulse. The game depicts such efficient engines that using them should be a nearly universal explanation for why some areas appear to lack provisions for microgravity. Only surface outposts on extremely low gravity worlds or the odd asteroid base would actually be kept from simulating gravity with constant acceleration.
Logically, as we have force-fields that can interact with matter (shields that stop bullets, and mailbox shields that hold the air in), we must have artificial gravity: all it takes is a weak forcefield pushing stuff downwards.
Even if I accept the technologies currently depicted as a given, I don't consider antigravity a rational implication.
I don't have a plausible real-world explanation for personal shields that can stop bullets cold (or bullets that would need to be stopped with the sort of anemic kinetic energy EDO small arms would seem to deliver), but an anti-gravity force field is considerably more far fetched than necessary and wouldn't even begin explain how the shields would stop massless photons unless it was so potent that it could radically warp localized space (which would have major, undesirable, implications).
Conversely, looking at the shield covering the slot at a starport and assuming it has to be some force field that directly interacts with the atmosphere inside the docking tube is like like finding a burning tree after a thunderstorm and presenting it as evidence of Klingon disruptor fire, rather than lightning. We already have technology (plasma windows) that, if scaled up to a currently impractical, but far from physically impossible degree, could do that, without any exotic physics that would allow us to subvert or manipulate gravitational interactions.
We can accept all of this because it's a game and it all leads to being a more interesting game.
I accept them because I have no choice.
As far as I am concerned, very few of these things lead to a better game (FTL travel is about the only fantasy I consider absolutely mandatory in delivering a real-time Elite-like experience and that already has a lot of baggage attached). Further compounding the nonsense, where it's not even the path of least resistance, let alone the only viable path, doesn't appeal to me.
Of course as a response to this, they could come up with some lore as to how artificial gravity works, to which we'd then get threads on how it's not good enough. "Here's a list of reasons why that thing you didn't want to do is wrong" is not exactly a good motivator for a group of staff who have got to be feeling at least a little battered by now.
We have thrusters that can counter 11g+ acceleration, continually, for the better part of a day, on vessels with fuel fractions on the order of 1%. An FC could just fly in a circle indefinitely and simulate gravity that way. All they'd need to do is animate it so you'd see the FC do that if you turned rotational correction off in it's vicinity.
Maybe a neater solution is we can't run without launching ourselves in the air and floating about helplessly in low g environments. Seems awful, but solves the realism problem without developing a whole new and complex jet pack solution.
The jetpack solution is already there. All suits allow CMDRs to change direction in mid-air and adding persistent downforce in outdoor environments would be a trivial addition. Indoors, the magnetic slippers or whatever, could simply not allow both feet to be disengaged simultaneously below a certain speed, and past that speed intermittent downforce from the thrusters could enable fairly convincing running. Again, all that would need to be done to make that simulated walking/running immersive would be to animate it.
Of course, running would hardly be the fastest or most efficient means of travel in micro gravity and it would be nice if more rational forms of movement and movement assistance were implemented, but that would be a lot more work.