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Railguns use two rails to accelerate a projectile up to a high speed based upon the current differential of those two rails. Current real-world development of them has run into issues with the amount of wear that occurs on the rails because of friction, among other things. You can find US Navy trial videos of them on YouTube I believe.
Coilguns use a series of rings or a coil to accelerate the projectile by pulsing the magnetic field down the barrel. Unlike railguns the projectile does not make direct contact with the coils so in theory its much better for repeated firing. I'm not immediately aware of any current trials for such a weapon.
Realistically, nearly every kind of weapon requires some kind of consumable -- even beam weapons will require tanks of the appropriate reaction gasses. While I think it can be fun tactical play to conserve your hardest-hitting expendables for just the right moment in a battle, I don't think it's very much to have to worry about your ships becoming completely unable to fight (or maneuver, if we also modeled tactical fuel). (If you designed ships that are only armed with expendable weapons, well... that was your choice.
The original Microprose X-COM game realistically modeled ammunition for all weapons, which presented a somewhat interesting logistical element to the game (and you could scrounge enemy weapons and ammo from the battlefield), but also a large amount of micromanagement. And in the longer battles (especially the two-stage encounters in Terror From the Deep) it became a common and serious problem of running out of ammunition and being unable to finish the encounter. Realistic, yes... but maybe not so much fun. I was never able to finish TFTD partly because of this. The Firaxis X-COM reboot simplified a number of things, including ammunition; you no longer have to manage ammo stockpiles, and while there are still expendable munitions like grenades and missiles, most guns have unlimited ammunition (you still need to reload, but you have unlimited reloads). While this is less realistic, and those who love endless micromanagement were heartbroken, I think it makes the games a lot more fun.
The realism is less about the spreadsheet and more about the 'diamond-hard-sci-fi engineering and rocket science', where you have to worry about things like delta v and specific impulse and such, and designing the specifics of mass drivers to launch matter from robot-mined moons to the core system so you can make use of it and stuff like that.
As for realism, I'll take a focus on fun over that any day of the week.
To live in modernity is to have more than enough realism thank you very much.
Plus, and I just realized this, bullets (as well as lasers and plasma bolts) most likely do NOT require as much time, effort, or resources to make as missiles and mini ships would (since those 2 require computer systems and AI).
http://www.stardestroyer.net/Empire/Essays/PlasmaWeapons.html