if your initial proposal made pilots believe that there is a magic tank in their vessel supporting a 1G trajectory.
New engines & throttle:
No magic tank, but
new engines, yes. My tests were performed with unlimited fuel for 2 reasons: 1) existing engines for DeltaGlider with Isp 4E4 seconds (see note 1) would indeed use the full fuel too quick, 2) there is not any G-driven throttle, which would make the acceleration increase over time, while the mass decreases.
Then, let's keep the existing fuel management (with limited fuel) and change the vessel class a little. I did the maths for DeltaGlider... but I'm not a rocket scientist so, please, somebody, double-check my numbers

My dreamed
new engines would look like that:
- Isp changed from 4E4 seconds (see note 1) to 2.46E5 seconds, that's "only" a x6 technological improvement of the propulsion (see note 2)
- then, the exhaust velocity is 2400km/s = 0.008 c (speed of light). OK, that's quiet a fictional technological break and we could call it a kind of nuclear fusion engine (suggestions welcome), I would even suggest to create engines up to Isp 1E6 seconds (0.033 c exhaust velocity)
- keep Engine thrusts like they are (main at 2x160kN, retro at 2x34kN, hover at 3x110kN).
Then a G-driven Throttle would deliver 1G in these conditions, with DeltaGlider's empty mass of 12E3 kg:
- at full tanks (13E3kg, total mass 25E3kg): 101g/s of propellant, 245kN = Throttle at 73%
- at 50% tanks (6.5E3kg, total mass 18.5E3kg): 75g/s of propellant, 181kN = Throttle at 57%
- at empty tanks (last drops, total mass 12E3kg): 49g/s of propellant, 118kN = Throttle at 37%
Reversely, if the Throttle is applied at 100% = 320kN, the engines produce an acceleration of 1.31G at full tanks (25E3kg total mass), 1.77G at half tanks (18.5E3kg), 2.72G at empty tanks (last drops, 12E3kg). These accelerations are valid whatever the propulsion...
With such engines, the DeltaGlider would be an excellent commute vessel with a maximum autonomy of 2 days at 1G (estimated with the 75g/s average, as it varies over time), i.e. you can go to the Moon in 4 hours, including some navigation mistakes (comfortable margin) and come back without refilling. But larger vessels would be required to travel at larger distances (with additional tanks, e.g. Shuttle-A), which makes a lot of sense to me.
(1) DeltaGlider's doc says 3E4 m/s for Isp but I guess this is a typo (Isp is in seconds and exhaust velocity should be much higher than that... to be checked)
(2) x12 to x19 if compared with nowadays propulsion (ranging from 13E3 s., with Rolls-Royce aircraft engines, to 21E3 s. with future VasimR space prop)
logistics like that are what I would count in under "content". [...] Implementing one or two "commodities" at first - with one being the already established fuel resources - is challenging enough already. It will nevertheless demonstrate the concept.
On-board Resources:
With engines and throttle controls like above in mind, and also with In-Site Resource Utilization (ISRU) in mind, I'd say that commodities air, water and food should and could be managed in a very simple way and in addition of the propellant in all vessels (you just triple the variables of fuel but the functions are even simpler)
- no more air => I've got a few minutes to send a distress call and get rescued (multiplayer game-play)
- no more water => a few hours to reach a station or a rocky planet / moon / asteroid that can be equipped to this aim (persistence)
- no more food => a few days to come back to Earth (or any - large - facility that produces or stores food, like a wheel-class orbital station, that already exists)
Then, trade to travel or travel to trade? Both. I would count air, water and food in the core functions of Orbiter (distribution, not scenario), exactly like propellant, in the name of realism. Maybe the properties for ISRU to be attached to various objects is more scenario-related (what objects can refill fuel, air, water, food). Already, Orbiter refills the tanks any time we land (or dock?).
You can try it out already. The closed beta-testing is managed via a Discord channel, so if you have an account there, I can send you an invitation.
Oh great, yes, please! It can take me a couple of days to test and understand but I'm definitely interested!!!!
Regarding SC and ED: I don't see a competition, even if some aspects (economy, space flight) are similar. That said, SC and ED could really use some of it, seeing in what incredibly sorry state both games are currently
[Orbiter] lacks a hundred million dollars or so in budget...
No, no, no, I don't think so, sorry jedidia, although 1% of this budget could greatly help Orbiter

From the user's point of view, free Orbiter vs. 59€ (or $US...) for a SC or ED pack would not explain the huge community and interest for Orbiter for 20+ years. There is a "something" that makes Orbiter different: add-ons / openness? "realism" for physics while piloting?. Hence, the "positioning" topic.