I was thinking about that post this morning and realized that there's a small flaw in the scenario for wargamers: the treasure. While the loot would be a good reward for treasure hunters in a role-playing scenario, it probably wouldn't be in wargaming. It would be a drop in the bucket for all but the most impoverished of star nations. Of course, there are simple fixes for this:
1. Hybridize it. Start out with a wargame with the players trying to secure the wreck so that they can send a boarding party over to begin exploring, which would be the RPG side of the game. This would either work as a solo game or you could have the losing players control whatever nasty things are inside the galleon.
2. Add another objective. This is pretty simple and I can't believe that I didn't think of it when I was writing that post. Tell all the players that the star galleon's has an intact datacore that contains the potential locations of other wrecked galleons and long lost storage depots. However, the datacore has to be physically collected and returned to your ship in order for the information to be retrieved. Any damage it takes while being removed and transported will cause loss of data and some of the locations of the other wrecks and depots. It's very old, so any excessive jostling or banging around will cause damage. In other words, whoever is carrying the thing has to move slower than they normally would.
Another thought I had is the type of ships that would battle it out in a wargame. I would bar any large ships like carriers, dreadnoughts, battleships, etc. because it just wouldn't make any sense to scramble the big guns for a single wreck. Instead, I would allow only smaller ships like destroyers and frigates. Maybe some cruisers, but only a very small number. Fighters would be okay, I suppose, unless they require a carrier, then no. The idea would be that each star nation would like to get their hands on the content of the star galleon, but they're not going to send in an entire battle fleet for it.