Totally agree here. Games need extranous bits that tie the world together, they might feel like a chore at times but are absolutely essential for immersion.
That's also what killed Oblivion for me. I started playing and travelled into this awesome, slightly repetative world. I literally walked out of the city, and just went straight ahead with no idea where my journey would lead me. It had a huge sense of place and I spend hourse walking around, climbing a mountain and getting my level 1 ass kicked by mud crabs. And then...I realized you could quick travel. No longer did you have to travel all the way back with your trusted horse to make it back to the city and sell loot but you could simply press 2 mouse clicks and there you were. It killed the setting and crippled the feeling of scale. Morrowind had the travel system of giant monster things, which atleast made some sense, but the quick travel system seemed like to easy a way to get around.
Shadow of the Collosus got this exactly right. You get on your horse and just go. No idea where you're heading, chasing after a beam of light. That was awesome immersion. No hud, no signs, no quick travel, no bullshit. The feeling of being dumbed in a strange world is essential for free roaming games to work and SotC nailed it. People would complain and moan about it being boring riding around with no enemies, but they were missing the point. It was an adventure, and one of the finest and boldest video games ever offered.
As for the space game: Awesome. I don't think a game designed around swimming controls is the best idea, but if it gets you from A to B then it'll do. Space games should be played with a nice, old joy-stick. Those were some tight controls.