I've probably read the same articles as you, possibly even a few more! I can see what they are doing with NMS quite clearly. They have actually done it, though. Score one to those guys.
Incidentally, NMS creature generation seems less advanced than Spore, again only based upon available evidence.
Spore coped with arbitrary skeletal configurations, arbitrary positions/numbers of extremities, and had to generate appropriate skins, movement cycles, attack forms, etc. I haven't seen a whole lot to suggest anyone else has a procedural approach that achieves a similar level of complexity. Not surprising, considering that Will Wright recruited some of the smartest procgen talents in the demoscene to work on Spore. (Google "Farbrausch" for more details on those guys.)
NMS does manage to generate a fantastic amount of variation within it's own boundaries, and the devs can just throw as many templates as needed at the problem without having to do a whole lot of extra work. The grammar by which different types of templates (quadripedal vertebrates, for example) are described could easily be fodder for procgen algorithms itself.
One of HG's staff gave a talk recently in which they talked about creating PG inputs from the outputs of other PG algorithms, so it's not beyond the realms of possibility that they get a lot more variation out of their code than you or I have thus far given them credit for.
Have you seen any evidence that equivalent work has been carried out at FD, or heard any staff pronouncements to that effect? Has anyone? I haven't. I know that absence of evidence is not evidence of absence, but given their propensity for showing off very alpha stuff with the main game, it seems odd not to have seen procedurally generated hide nor hair of any of this stuff.
The fact is, these other gamedevs are doing this stuff, and are at a stage where they are showing some very good results off to the public. The art style and the types of shaders they happen to be using to render their results is largely irrelevant.
I am disappointed that Frontier has made nary a passing mention of such progress.
As for ships, there's no reason a ship can't be put together procedurally, even with a navigable interior.
Once it is decided what modules need to be closest to the hull boundaries and what bits don't, placing them appropriately (and with appropriate connectivity) isn't so hard.
Max dimensions are already defined by docking ports and bays.
Symmetries are desireable (or maybe not, who knows - the Millenium Falcon isn't symmetrical, and that still seems to be a popular aesthetic).
This is all the relevant data required to generate an interior.
Now, doing all that in a timely fashion is probably not easy, but that's why clever people get paid to code up this kind of stuff.
Given that generating highly complex interconnected, inhabited areas like cities is apparently in the expansion roadmap (ha ha), generating some ship interiors that "work" should be relatively simple in comparison...
As for hulls: Well, convex hull algorithms are numerous and commonplace, and could offer a decent base for supplementary work. Logically it follows that, if the rules describing a given hull style can be formally defined for the benefit of a human artist, then they can almost certainly be defined in a formal grammar.
Those rules can then be used as a template by an algorithm to generate an infinite variety of hulls that fit the style criteria.
If such rules can be formalised in that manner, then they can be generalised into "meta-rules" themselves, and an infinite variety of style rules can be generated procedurally from the meta-rules.
(I suppose it's harder to sell paint jobs without keeping the variety of ships low, though...)
No we haven't seen these things from FD recently when it comes to animals and planetside "stuff", but that's simply because they haven't focused their attention on that yet while trying to get the first release done. They did show the PG cloud tech prototype early in the KS though and it wouldn't surprise me if they have quite a bit more prototype tech like this behind the scenes though. As far as I understand "The Outsider" had the city layout generated with PG for example (with overrides for special areas I guess...don't really have a rock solid source for this though). If you haven't noticed they often keep their cards quite close to their chest.
As for ships that is obviously a conscious choice they have made. Yes, it's not impossible to use PG when generating both exteriors and interiors of ships, but getting the PG to generate a similar level of quality here as handmade content is a very tall order. It's always going to get the feeling of "lego" to some extent and obviously they want each individual ship to have more character than that in ED. Interiors is another matter since this "lego-feeling" is pretty consistent with how rooms are laid out anyway. As I said I still expect there to be some modularity here since the different modules you can install (cargo racks, passenger cabins, shield generators...) will most likely be put into "slots" inside the ships. This is not PG though, but that's more because we as players want to be able to build the ship as we want it and not have it being automatically generated for us.