Drakar tells me quite a bit, bit it isn't always in the most organized fashion. I guess that beggars can't be choosers. As for adding complexity, I'm definitely against any more than necessary. Realism without complexity is do-able in areas. Somerimes you just have to chalk it up to "Its just a game".
As for nebula with no planets and no stars, I like it. Realsitically that would be the most common way to find that situation. I do like nebula, as drakar is a huge beam weapon fan, and nebula reducing sensor ranges and disabling shields in Ultra has made him happy and given him places he can fight the 'missile queen' on his terms.
And as for useless, no. Not profitable, but far from useless. If you ask the middle boy and my wife about a starless nebula named Besheez in the Empires Campaign, they will have many, many stories to tell about this strategically placed nebula and the battles that occured within it. For those who read drakar's fiction, his old admiral Jack Ryan made his name in that nebula at the only battle the players actually named, calling it the Battle of Frozen Tears. Alas, I didn't keep detailed turn notes back then, so that bit of fiction is lost to all those who weren't there
.
As for the BIG stars, I like them. Great terrain and opportunities. We use the rule that when your shields are gone, the ship is destroyed by the star - period. Makes dragging other ships with tractors into the corona a useful tactic. Changes the dynamics of the battles around the star. Might not make everybody happy, but we like it.
As for WP's and placement, it is a little contrived no matter how you go. With no real definition of how the WP operate/form/etc, you could kind of do whatever you want. For us the WP's are handled differently (warning - another house rule coming up).
I declared that WP's are actually the 'mini' singularities causing the loop in space time field. Like folding a piece of paper over with the tunnel allowing the distant points to touch. This means that our WP's orbit the star if there is one (not fixed as in current rules), and can be found in wierd places. And why black hole systems swallow all the ships. On the little singularities the ships ride the edge of the fold but can climb out just like they leave a planet's gravity well. The big gravity well of a stellar mass black hole will trap the ship. The warp jump twig just allows you to ride the fold from farther out on the curve (not very realistic, but game-able). It also explains why they can show up in the middle of nowhere, just a random small singularity ejected from some other system or just drifting by itself. In that they were formed in the first few moments of the cosmos, there won't be anymore as there is no natural (that I know of) way to create a low mass black hole without the conditions that would have existed in the early universe. It also explains in our game why you do gravitational surveys. You are trying to locate the small mass of the mini black hole and its effect on other objects in the system or the ships sensors. The harder to locate WP's just have progressively smaller mass in our 5e game, making them harder to find and requiring more precise and thorough readings.
You can't have WP's and any other item in the same spot - other than a drive field ship (although I allow warp jump to get a CP drive through in our game). The mini WP explains why you can't have all those mines/IDEW's/AP's in the hex with the WP also - that rule is necessary, but seemed arbitrary in the original rules. The WP's orbital movement makes those minefields a little trickier also. They have to assign minelayers to the WP to tend and move the mines or the WP will move away from them/swallow them up eventually.
This also helps explain why stellar mass attracts the dumb things in the first place. They won't be blown away by initial 'ignition' from the star, and the bigger the gravity well of the star, the more likely they are to be pulled into orbit.
You just have to assume they are a whole lot more common than we think they are (maybe that is where the 'dark matter' that accounts for 90% of our universe's mass is at, a bunch of WP's).
You also have to make sure if it is the same distance from a star as a planet, that it is in opposition or a lagrange point, although I have put some in orbit around planets (our original Empires game had one in a distant orbit of Neptune). But I choose WP number and placement before we ever start in the pregen systems, so I don't have to worry about random rolls.
This is just how we do it, and it works for us.