The two wars just mentioned, (I'm assuming one being the battle of Camp Foxtrot) were far more educational about the mechanisms of war because it showed how a war would actually unfold. This is in addition to the war guide that Aries developed; that effort alone gives good reason to consider his suggestions because anyone willing to take the time to make their own guide for a game this complex must be on to something.
My view of the federations should be more about developing in-game working relationships. Cross fed discussion was far more productive when negotiating ways of avoiding war, which is in itself a form of victory. Diplomacy is very underrated. This game is not like Risk or Stratego for goodness sake, war is just one component and just looking for ways to make it easier for anyone new to jump in and create havoc just for the hell of it is counter to what should be intended. War should be with purpose, a result of preceding conditions, struggle of resources, a breakdown of talks and seen as a tragic event that we must finally endure. That being said, conducting the war (the mechanisms), when it comes to that, must be clear enough for anyone to learn, to apply effort to become a skilled player. This happens with guides and with learning from others.
If somebody wants to join this game just for an instant fight, I recommend downloading clash of clans; instant war gratification with actual graphics. The reason our war maps are just red and blue blips shaped like triangles is not for the thrills of warring action. The most interesting part was the dialog that went along with it and the story that unfolded in the aftermath. That's true creativity. Reading over the war logs, the conversations, who was involved, the resulting damage, it all adds to a great "news article" someone could publish and add to the history books of the SC world. Like the battle of Foxtrot, it was a good read. I guess that adds a RPG aspect to it, I don't know if I'm making myself clear, but this is just from my standpoint.
Oh, and another point, if we want to see some worlds become a scorched earth of constant war, we had better see massive famines, economies collapse, disease, all of the horrible elements that come with war. Not just war, "bang boom done". Waging war means owning the consequences of starting one. The US learned that all over again when invading Iraq; look at where we are now 14 years later...
(an isolated environment to practice "war games" would be good, but it would need to be off worlds to not affect others. Just practice.. kind of like a war college..? Maybe this was suggested before) ;)