When dt is too large and bodies get too close, they get super-attracted to each other in one step, and by the time of the next step, they have travelled too far to get slowed again, this is where I see major errors can occur. Its necessary to put a throttle in the force calculation, or to reduce dt to deal with that 'near missing'. Or to substep but that seems to require excessive adjustments.
Now chuck in some velocity dependent forces and start screaming (that's what I've found with physical simulations anyway).
"velocity dependent forces" I have been wondering how to implement a sort of quasi-electromagnetic force without the big expense of maintaining a magnetic field. I find the electro-magnetic force mind blowing compared to newtonian gravity. Like charges seem to be able to attract when travelling together, this would seem to produce patterns and structure more readily than gravitation.