Yes, you do need to talk about things, absolutely, which breaks the simultaneous thing a bit. But as I said, I don't think that the virtual impossibility of alpha gaming rests on the simultaneous play (that just helps) so much as it does on the complexity of the decision space and the amount of information that those decisions depend upon. It is impossible for anyone to tell other people what choice they should make out of 7 different options if they can't even keep track of what those options are and no one without an idetic memory could possibly keep track of all the cards/elements/thresholds that three other players might have in hand at any time. Each player has their own, essentially solitare engine-building, hand-management game going which no one can really help them with. In that sense it is more like a euro-game than a traditional co-op like Pandemic or Ghost Stories.
Where those solitare games intersect is on the board, and that part *does* play out a bit more like Pandemic, in the sense that which spaces each player focuses on dealing with and in what order is something that needs to be discussed and decided collectively. I guess, if you have a really forceful personality in your group they can try to dictate that side of things to other players (though I have never seen that happen, in a number of very different groups), but the private game mitigates this to a large extent: In Pandemic, you know what other players *can* do, so you can tell them where to go. If someone tries that in Spirit Island, the very easy response is "Sorry, I don't have any powers which let me do that now, I can only do this or this."
More basically, if you think about the reasons *why* people try to alpha-game, by far the most common is surely the desire to win. If you know the game and the puzzle, it can be hard to watch someone make what you know is a much less effective and efficient move than the one you see. But if you don't know what their choices look like, that motivation won't arise in the first place. You know you have imperfect information, so you are more inclined to trust that they know their hand and engine better than you do. And in general, if you are playing at a difficulty level which is sufficiently challenging, there are so many problems on the board, comming up with the most efficient way to win *depends* on that trust and genuine co-operation.
All that said, the way you describe your friends' argument, their concern isn't actually with alpha-gaming, it is more that they all want to be alpha-gamers and are afraid someone else won't listen to them! Saying "I'm doing this, and you can't stop me!" isn't alpha-gaming. It could be an outright refusal to co-operate, which can break the game. But more often, I think, it is an assertion of autonomy in the face of alpha gaming! If no-one else has an incentive to alpha-game then, it follows, that they wouldn't have an incentive to be stubborn and ignore the needs of other players in response. *Everyone* want's to win, everyone wants to have fun, and if you don't have incentives like in Pandemic where one person's desire to win is in conflict with someone else's desire to have fun, my experience is that that conflict simply doesn't arise.
So you get genuine co-operation and de-centralized leadership emerging, with players trusting each other, actually *talking* about pros and cons of choices, and comming to a reasonable collaborative decision. It's really satisfying purely for the social dynamic, even without the fun of the game itself, because it is enjoyable to be a smoothly functioning, cohesive social unit with other people.