Then also, maybe lines of the "Irrational system" of the French Defence, Winawer variation (lines of Qg4, and Black sacrificing both g7 and h7 pawns).
Playing with nuances about what "complicated" means, perhaps also Nimzowitsch's "Immortal Zugzwang" game, where White is absolutely helpless on an almost full board of pieces.
This is something I've thought about when looking at chess problems, whether such problems could actually occur in a real game.
I have a feeling this is often tractable, because we could probably construct a cooperative scenario involving sacrifice of arbitrary pieces at the beginning of the game (maybe via a series of knight captures?), and then the main question is confirming how particular pawns moved past each other, and finding a way of ensuring that no stalemates occurred while positioning the kings.
https://en.wikipedia.org/wiki/Chess960
(because apart from the structure part that the link you gave mentions, experts seem to know a huge amount of explicit opening theory, in terms of memorized opening lines and particular chess masters' view of their tactical consequences)
I'm getting more curious about the reachability question.
There are some discussions at
https://chess.stackexchange.com/questions/4830/how-many-lega...
https://mathoverflow.net/questions/138133/what-proportion-of...
https://www.chess.com/forum/view/general/how-many-different-...
https://en.wikipedia.org/wiki/Chess#Combinatorics_of_chess_a...
Also related:
https://en.wikipedia.org/wiki/Proof_game
That includes a retrograde solver for openings, but that's not exactly what I was envisioning -- I was thinking of a retrograde solver for endgames, which then needs something kind of akin to an inverse tablebase ("yes, this family of positions is known to be legal!" instead of "this position is a win for black").
For instance a white king on H8 and black Rooks on A7, A8 (unless I'm mistaken).
It almost seems as if it is easier to find a position that is guilty (when it is), than to check that a position has a perfect record (check that it is legal).
Well yeah, I could also add a rubiks cube to the white pieces.
The thought is like the following: people actually compose chess puzzles for fun, without regard to them appearing in an actual game: There's chess puzzle composition competitions.
Could one write a program to make a monster puzzle (or better, the most complicated) with forced moves?
That is: maximize X in "white to move and mate in X moves" restricted to board size and standard chess rules.