Feature wise, i was surprised by how important clickable cockpits are.
As this topic comes up more than occasionally, I will point out (as I usually do) that people don't just want clickable cockpits just for the sake of their being some buttons to push. That's why you won't find many people clamoring for the addition of clickable cockpits in Rise of Flight or IL-2; there isn't much point to having them.
When a modern (or in the case of Jet Thunder, "somewhat modern") combat jet sim has clickable cockpits, that automatically indicates something else: the avionics systems modeling is appropriately advanced to warrant clickable cockpits. Take a look at the original iterations of Lock On - good flight dynamics, wonderful graphics, and no clickable cockpits. What do we wind up with as an end result? An F-15 with simplified avionics modeling.
As Eagle Dynamics improved their product beyond Lock On, and announced the DCS series, we got Black Shark. Black Shark has a fully clickable cockpit, and it needs to. While it's certainly possible to map all of the cockpit buttons to keystroke combinations, it becomes an exercise in finding which obscure combination has not yet been assigned, and key command assignments rapidly begin to lose any sense of intuition. Thus, for a sim with advanced modeling of advanced avionics , a clickable cockpit becomes a functional necessity. For a sim with advanced modeling of basic avionics (see Lock On: Flaming Cliffs' Su-25T) or a sim with basic modeling of advanced avionics (see any number of "sim lite" titles), this functional necessity does not exist.