You seem to be completely clueless as why Wing Commander series were such a big hit at the time and went on to be one of the very first big PC Game franchises (even being ported to more than half-dozen platforms at the time) and why it single-handily elevated Chris Roberts to is legendary cult status. No wonder you cant grasp the greatness of Star Citizen a game that literally is shaping the future of gaming when you can't even understand the old-school Wing Commander legacy. From the multi-branching story-line to the AI interaction a lot of things from Wing Commander inspired most of the present gaming cinematic campaigns.
I recommed this bit of reading:
http://www.denofgeek.com/games/wing-commander/27753/looking-back-at-the-wing-commander-games
Star Citizen universer (Crusader) now has borders because they want players confined to the area with gameplay. Just that, they changed their engine from the inside out to allow them for
seamless transitions between huge distances (compare Star Citizen Quantum Drive travelling with ED SC for instance, Star Citizen looks and plays way better).
They already have PG planets created, they don't need them to be scientifically accurate nor they want them to be. It's all about the gameplay experience, minimizing superfluous boring moments. And it's not about the size of the system and the number of the planets, but what you can do in each area. Skyrim or Witcher both have their gameplay in a very small area if you compare it with space measures, despite that they have great story and engaging gameplay.
Road-maps are road maps not promises, Game development is not set in stone after you write the road-map, it's messy and things change, that's why you have to adapt, that's why it's fluid. You don't need to go far to find other game dev's being caught up in their words, ED for instance had a road-map that included a offline mode, ditched at the last minute because something that they it was feasible turned out it wasn't, same with the planning of a $100,000 CQC Arena Tournament that seamed feasible at the time of the announcement and then things change...
It's Game Development 101, Things are allways changing, if you have a game developing/ business model that involves constant communication you are bound to have more public set-backs than if you do it behind the scenes like "normal" game development does.
People must understand game developers are just humans beings that happen to make games for a living. If you want to hold them up to higher standards of conduct, then go ahead... but don't be surprised if they don't uphold them.