Your game is filled with rules that don’t add anything to the gameplay. They don’t make the game better. They don’t give more choices. They don’t elicit more emotions. They just exist. They just exist because you got used to them after all those test games.
It's extremely dangerous to test with people who want you to succeed or who like you or who are just too nice. [...] Playtesters should be trying not only to see if your game is fun but also to break it wide open.
If I can't have both I still prefer something that's easy to reference. I only need to learn the rules once, but will much more often need to look for a specific rule during actual game play where speed is of the essence.
But board games usually do not offer both good immersion and good gameplay. There is a reason for that—the game mechanics themselves. To achieve real immersion, you need the player to forget about mechanics and approach the game situations intuitively, as if they were real.