Convenient gameplay should never trump meaningful gameplay, in my opinion.
I appreciate "realism", however, one quickly discovers there's limitations on playability that scale with realism.
For instance, having a server clock that tracks real world time seems like a good idea, until you realise a substantial proportion of your players already live in a real world with jobs and stuff, and thus their real-life-daylight-hours and in-game-daylight-hours compete, leaving you with only being able to participate in one reality during evening / darkness times.
And obviously, the threat of human destruction to an asteroid is measured in like, thousands to millions of years, and it would be impractical to map to such a ridiculous time scale at 1:1
So you very much need some super-normal game-play elements just to make the game viable as a game.
If you accelerated the milllion-year timescale to a week, peoples movements being scaled in proportion would be such a blur the game would be unplayable.
So you have to proxy the effect by generalising it, say, having an unrealistic carry capacity to approximate the effect of being able to communicate a weeks worth of effort in an hour without needing to be constantly sprinting between A and B.