On the topic of realism....
*Personally when seeking realism in a golf game I'm looking for realistic physics which is a never ending goal as it's incredibly tough to dial everything in. The closer you get though the more realistic the game is regardless of your input method. Realistic ball flights such as accurate launch conditions, spins rates, apex points and decent angles and which match real world data as closely as possible. There are always bugs and corner cases where something goes wrong but the goal should remain the same.
I've hit a million golf balls in my life and still play the game to a pretty good standard so it's easy for me to spot when a game's ball flight is seriously off. For some people this might not matter but then we're moving away from the topic of realism.
*I'm looking for realistic looking and accurate courses based off Lidar data whenever possible and a course architect program that enables the input of that data so an armchair designer can achieve that too.
*I'm looking for swing methods that give you as many of the variables as possible in relation to real golf. That means clubface, swing path, impact location simulation and if possible not all tied into each other via a controller axis for example. Of course any simulation whether it be a driving game or a golf gamer has to take decisions on how to support this as much as possible given the limitations of a mouse or controller but the goal should remain the same.
You can have all the above and still have a game that is easy to access and fun. Anthony points out how difficult real golf can be and he's right so to me that makes it a sensible choice to allow bigger margins of error for beginners so that they can also have fun with the game while at the same time playing a realistic game. As they get better they can dial back on the help in the same way that children take the stabilizers off a bike. The child was riding a bike in both scenarios (which as it's a real bike is by definition realistic) but initially the child has a little help to get them started.
IMO TGC series of games initially took a less realistic approach with bigger margins of error and one basic skill level where distance control of shots was (and still is) unrealistically easy via the 'dial a distance loft tool'. This meant while it was very accessible for beginners it soon becomes too easy for experienced players who's only option was to play user made courses that had been made unrealistically difficult in order to provide a challenge.
In TGC 2, pro clubs were added in order to rectify this but even then the distance control was not addressed and people once again took to making 7800 yards courses with 20 yards wide fairways in order to provide a challenge.
I can completely understand all the choices that HB studios made and I'm not saying that any of them were wrong as they seem to be doing just fine from a financial standpoint. The point I'm making is that a lot of the key decisions they made took the realism away from their games and while Anthony (who I respect a lot BTW) might have different take, from my perspective it's why PG is to it's core a more realistic golf game.