True, but equally, some degree of physicality increases immersion and can sometimes be easier to deal with than a screen. I've printed some of tdamap just simply so I can lay in a more accurate course than eyeballing on screen.
That said, my initial desires after a couple days of testing are for a better compass - the 24 point rose feels cumbersome to use for any sort of accurate headings over time, and I hate to suggest a digital bearing display, so it would be nice if there was a hotkey to push to open a compass popup similar to the map for a better than eyeball course reading.
The second thing I really desired was some way to plot my position along a heading based on my time at speed, but unless I'm being really dumb, that seems non trivial outside of the game due to game scale, and non-trivial in game due to the map being non-interactive. Are the game knots * game time passed = real world distance?
I agree that it's a slippery slope, but let's be honest, we're not talking about a gps here, but just the tools to perform adequate dead reckoning, either in game or out. Also, it's useful to remember that these ships were not crewed by a single person, but by a complement of men all performing different tasks to allow the captain to make the best decisions possible. I think with very little leap of faith, that could account for say a crew-member on the ship making course and speed logs at given time intervals that can be referred to later to calculate a rough position. Make the player work for it, but at least give all the tools needed to try.