Matt, the answer is a little of both. While the Artemis universe will allow players to live out some Star Trek like fantasies, it will never be able to replicate the entire experience. For example, Artemis lets players experience what it is like to be the Science Officer of a starship, but it does not give players the experience of being a logic-obsessed half-human. The player must add that LARPing part with his/her own imagination.
Artemis always has and always will draw on the community for input in the directions of game play and canon. But just as Thom relies on his game development experience to decide on which game element suggestions to implement, I will rely on my storytelling experience to decide on which canon suggestions are best. It's a simple fact that in both cases, most suggestions must be rejected, often because they are in conflict with each other.
The prime directive of the Artemis game is to constantly keep all six players on a full bridge engaged in the action. That means Artemis missions must be something like 97% combat, with room for 1% science, 1% exploration, and 1% diplomacy.
That limitation on missions does not exist in prose or dramatic fiction. The Artemis universe leaves plenty of room for novels or films about science, exploration, and diplomacy adventures.
"Damn the torpedoes! Four bells, Captain Drayton!"
(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).