Good read. Explains why my bullets damage less the further the target is..
With a bit of work it could be a fairly comprehensive explanation for many in-game mechanics.
People always talk about realism in SF without appreciating that SF often involves shaping reality to work withing story/game expectations. There is nothing wrong with this.
Sure you got your Science Fantasy end of the spectrum like Star Wars, but even then there have been excellent explanations made for how things work, from hyperspace to blasters (a lot of it in the great West End Games edition of their RPG).
But even on the harder Science Fiction scale, like David Weber's Honor Harrington series, you're changing reality to work in your favor. I love how their method of FTL conveniently also protects ships from incoming fire from all directions - except a narrow band between where the top and bottom of the impeller wedge meet - this effectively makes it so that combat has to occur in a more 2 dimensional way, allowing space combat to be feel like naval combat. That's no accident. You think about how you want things to be, then come up with a good reason for things to be that way.
I think the Residual SC field could help "explain" game mechanics in a similar way. I would say FSD field, but if we're trying to keep as much previous Elite games in lore as possible, this clearly never happened in Frontier/First Encounters, so I'd say it's a unique new experience related to Supercruise.