I agree with the topics that you argued were handled more or less unrealistically. That said, I think that the creators of T2K did the best they could with what they had. The ends, in this case, largely justified the means.
Their primary objective was to create a gritty, relatively low-tech, somewhat chaotic game world where the PCs could face multiple foes and make some kind of difference, at least on a local level. As you acknowledge in your piece, each of the "unrealistic" bits were necessary measures to create the game world they desired. For almost any near-future fiction to survive close scrutiny, some degree of suspension of disbelief must take place on the part of audience. As an entity, the sum of T2K's parts is of such quality that most fans are willing to overlook certain "unrealistic" aspects of the game world in order to enjoy the whole. I certainly fall into that camp. Frankly, having given all of the issues you mentioned a lot of informed thought, I'm not sure how the creators could have done any better without significantly altering the finished game world. If the U.S. isn't a divided, devastated mess, there aren't as many opportunities for adventure or for the PCs to make a real difference there. If there's no limited exchange, the global post-apocalyptic conditions that are a cornerstone of the game (low tech, low fuel, etc.) can't exist.
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