Realism is not what makes games good. This is a fantasy game, and as such the vast majority of it is inherently unrealistic. That is, after all, the rough definition of the word 'fantasy.' It isn't realistic to have people who can shoot fireballs out of their hands, conjure up mythical beasts, set fire to the world or cause earthquakes with a thought or gesture or some words.
This is what's called Realistic Fantasy... as I mentioned earlier Unrealistic Fantasy would be Dragons being afraid of mice.
An enormous amount of things that are realistic are not much fun. It isn't realistic to have one overarching entity manage all the little aspects of an entire empire simultaneously. If we wanted to be realistic, we'd have to issue orders to generals and administrators, who would then propagate those orders down to their subordinates and hope that they are carried out how you want. There would be delays and miscommunication - and the same would apply to gathering information about your empire. But quite frankly, that doesn't sound like very much fun - you'd spend the game giving vague orders and receiving vague, delayed information.
You're mixing real world realism with the realistic fantasy definition. In a realistic fantasy one all power demi-god can provide thousands of orders via telepathetic thought. In an unrealistic fantasy the gaming community would quickly protest on the forums how bunnies shouldn't be killing all the dragons during the first round of combat OR how their human population shouldn't be allowed to eat gold.
And I'm sure there have been games with swords made of candy and all - we don't want it because we want Elemental to have a fairly serious tone. Not having swords made of candy is less about realism than about the tone and atmosphere that we are looking forward to. I mean honestly, having swords made of candy is more realistic than having magically flaming swords made of fantastically durable and light materials. Really for me, I only care about realism in the sense that as much of the game as possible should be intuitive, and taking some cues from the real world can help there (but it can also hurt!).
Realism isn't even secondary IMO, it's tertiary at best. I would put fun factor way at the top, followed by tone/theme not that far behind. Standing at fun factor, you'd need good eyes to be able to make out realism.
As I wrote earlier you are mixing real world realism with realistic fantasy. Candy wouldn't be used in a realistic fantasy world because other resources are better. The only type of fantasy game where candy swords would be realistic fantasy would be a kids game... still possible, but a different type of realistic fantasy.
Fun is also very important for my games, however I rarely use the word fun within my topics because it's an opinion and subjective. What might be fun for you in one game might be torture for some other gamer... thus features I find important will include facts of why they are important such as replay value, game variety, etc., etc., .