You're the one calling Wacky Wheels a driving simulator and you're calling me a troll?
I mentioned much earlier that in the broadest sense, all computer games are simulations, which is true. It's your choice to attempt to win this "argument" by zooming in on a very narrow definition of the terminology in question, but ignoring the importance of context and alternate usage just makes you look like an idiot in addition to a pedant.
I'll use Evochron as an example, since I've played it recently and extensively. The only basic difference between Evochron's physics (a field of study with which I seriously doubt you're actually familiar) and Star Citizen's physics will be Star Citizen's artificial speed limit—that's it. Other than that, bodies in vacuum, inertia, fuel usage, and other quasi-Newtonian/realism concerns will all be taken into account. Star Citizen will also have a fly-by-wire system, as does Evochron.
In fact, Star Citizen has numerous realism-based features that Evochron and others on your list completely lack—the starships in Star Citizen are designed as though they actually have to
work, with hundreds of interlocking and sometimes moving parts that are visibly and functionally damage-able, including articulated thrusters that actually drive the movement of the ship and will alter movement if damaged or destroyed. In most of the games you mentioned, ships are largely decorative greebles only. Also, high G-force can kill crew members in Star Citizen. How many of the games you mentioned have that feature?
Either you don't know shit about Star Citizen, or you're latching onto the speed limit as your sole reason to squeak about how it's "not a real sim." That's pretty much it, isn't it? There are plenty of other arbitrary realism/physics concerns totally unaddressed in all of the games you mention, so I'll just latch onto those as a reason why they're not real sims by your own definition.
Or I would do that if I were a mealy-mouthed, pedantic fruitcake with a butthurt axe to grind, but I'm not.