No, I was not there during the Kickstarter. I can only see what was there when the campaign finished.
The statement I put out I have confirmed was opinion based on my understanding at the time, I admit I may have confused all solo with solo offline only when I made the specific statement. I still hold the opinion that solo was never really part of the vision though that has always been an afterthought.
Sort of be surprised if that were the case, given a number of their design decisions are extraordinarily counter-intuitive to a title whose apparent vision hinges on multiplayer. I won't bring up the PvP networking again, because it's been beaten like a dead horse, but... well, no, actually it is a dead VALID horse to point out that a multiplayer-centric title that intends to operate on a persistent universe shouldn't really be using that sort of set-up, as it slaps some rather hefty limitations on what it can accomplish. =P If you want to be the next big online-space-game, and presumably therefore wish to compete with that OTHER big-online-space-game that gets mentioned, hobbling yourself right out of the gate in terms of the kind of scale your player-on-player encounters can achieve, (one side potentially having epic wars, all our encounters basically being classroom-sized fisticuffs,) isn't going to help give you a strong headstart.
Then there's the approach to actually getting players together in the first place. Player interaction when in a persistent, shared universe usually carries with it a few requirements so players can always find each other with minimal difficulty. One way is ensuring your region is of a size large enough to serve your purposes, but only JUST large enough; an MMO usually takes place in a great, big world so it won't feel super crowded, but not so large that it feels empty as another player is rarely difficult to find, (creating new servers when the population grows too high in a given server, and combining them when the population declines too much,) whereas Call of Duty's multiplayer maps are deliberately kept small and intimate so players are CONSTANTLY bumping into each other, with predictable pew pew results. In both these cases, the size of the game world serves the purpose of the multiplayer. Elite: Dangerous is just... too big. Way, WAY too big. Don't get me wrong, super impressive, and I'm happy with how big it is, but anyone who wants to have plentiful player interaction does have to be mindful of where they go, as it is incredibly easy to wander off into the Space Boonies. I'm less than a couple of hundred light years from Sol and my traffic report usually only has five or six ship passages except mine.

All only one passage, meaning it's likely just ships passing through as they wander. And I'm not even counting non-populated space (you know, 99% of the galaxy,) which serves no purpose whatsoever except to explore... certainly, no multiplayer purpose. And the kicker is, there's only so much you could do with that much space from a purely multiplayer perspective, because the more interesting stuff you put out there (The Thargoid Doom Empire or the Borg or whatever,) the more your players are going to spread out from their home region to interact with it which, in a territory this big, can get them scattered pretty easily.
Second, they have to be able to find each other even if they're in the same general area; not just with effective matchmaking, but also by having mechanics to facilitate finding other like-minded individuals in-game. ('LFG, LFG' in other words.) While Wings will allow players to group together, the 'series of rooms' P2P design and lack of a long-distance general broadcast feature, as far as I can tell, torpedos that sort of 'Cast A Net For Help' option and makes it more difficult for new players without pre-existing social networks within the game to 'jump into' the community. (Yes, they can join the forum, but multiplayer-centric titles don't DEPEND on players joining the forums to make friends reliably.) In this case, even a simple player bulletin board in stations might help, allowing players to post that they're seeking someone to go fighting with, seeking an escort, etc, etc, with contact information so they can be reached using the regular in-game chat. SOMETHING to bridge the gap between individual instances and allow players to reach out to one another.
Even the focus up until launch seemed less about getting multiplayer-focused mechanics up and running, and more on things that, if anything, bolstered Solo a bit more. Botched matchmaking (thankfully improved since then) that made it hard to actually share a space-time continuum with another player? Well, at least that giant galaxy you can explore by yourself is up and running! =D No official form of player grouping? Well, at least you can mine rocks in an asteroid field quietly by yourself!
Don't get me wrong, there are definite chunks missing from the Solo experience as well, but... that's just it, there are big chunks missing from BOTH sides. I don't see multiplayer being this completed, polished gem while the Solo is, in your words, an 'afterthought.' And while I do think that multiplayer is an important factor that the developers are, and will be, pursuing, I don't believe it's the dominant aspect. But I don't think Solo is either. I believe that simply the prospect of space, be it combat, exploration, just being in the void with your wits, some credits and a ship was the original vision. Some would choose to do it by themselves, living out a Firefly fantasy as they zipped around the black; some would choose to do it with others, forming their own little Rebel Alliance or Empire and butting heads for glory.