Ah, what a coincidence I just bought KSP about a month ago. Very good game but lacks a lot of automation. kOS and MechJeb solves some of these issues, but if you want to play "non-cheaty" it's still a very manual game; there is no way to make use of computers whereas in real space programs everything is computed and organized so precisely.
I always thought MechJeb and such should have already been part of the base game. Learning how to do manoeuvers manually is an important and rewarding part of the game. But after flying your 1000th craft into orbit, I just want to automate and manually fly the stuff I haven't tried yet.
I think in career mode automation should be something you unlock. Not sure why it doesn't exist. Seems like a natural thing to be in the tech tree. Even as varying levels.
Modding community thinks so too. Like with many other mods, MechJeb can be restricted to operate only when appropriate parts are included on your vessel, and those parts are unlockable in the tech tree.
There's a mod called Community Tech Tree, which exists solely as a way to incorporate other mods into a somewhat coherent, extended tech tree.
IMO kOS is worth 75% of the game itself, by which I mean the game has 25%.
That's how it should work, I also know a mod that provides python binding, but I still preferred kOS as it sorta became its own ecosystem. And it almost perfectly replicates the automation that are there in 1970s.
RemoteTech gets you there. It adds a flight computer that can be set to execute maneuver nodes for you - which is crucial for remote operations e.g. when you have to execute a burn at a point where the planet of interest is between your probe and your comm network (before they added comm networks to stock, RemoteTech was what you used to introduce comm range, relays and speed of light delay).