There's a grey area (for me; YMMV) between what Bethesda have said and what's being 'reported' by people who currently have access to the game. They've (Bethesda) described how planet tiling and wrapping works but they didn't explicitly state that it was a 100% persistence universe WRT planet surfaces. Others might have done this (ED; SC; not sure about NMS) but it appears that Bethesda have not gone down the route of completely persisted planetary surfaces, except for POIs and your last n (is it 3?) locations visited.Knowing this is a Bethesda RPG, I really don't care.
However, with my procgen enthusiast hat on, I have to ask, have you got evidence for these statements? I'm very curious, as it would be unlike almost every other game design when procgen is used to generate terrain/levels/whatever. And of course it contradicts what Bethesda have said. Any links to actual evidence?
The majority of this is in leaks posted (and re-posted in the last several pages). There's nothing to say that it's not true since it's coming from several (possibly dozens) of sources that all hint at the same thing. The tell-tale 'smoking gun' (for myself) is the dialog that pops up when you reach the 'limit' of a tile. It's not an issue for me though.
It appears to me that the procgen used isn't in the same vein as games like ED and SC; rather, the procgen element is used to generate scenery for a given area that matches the planet - it's rock types, biome details etc.. So it's not persistent generation of entities/geography, rather to generate data for the planet on a per-tile/location basis, outside of POIs that are already generated/persistent for a planet. It's still procgen just done in a different way.
Not 100% sure why they went down this route since it's (procgen) not exactly a hidden science. But that's the route they went down. Still 101% excited for the other areas of the game and can forgive such 'details' in the face of what the other elements of the game will provide.
Procgen has many different faces...