The idea of 1000 players in an instance is ridiculous. In a year, I would be happy with 10 players and decent frame rate.
10 players in a space game is another way of saying single player.
Have you noticed that today games are often unfinished on release?
Nope. I've noticed that a lot of games are FINISHED upon release but have room for what we all like to call "expansions" and "additional features that aren't critical to the core game".
Star Citizen right now is not finished. Why? Not because there are additional features and gameplay and mechanics that can't be added later but because it hasn't gone through a full testing and development cycle, because it is missing core critical functionality and because there is no gameplay, mechanics or content in the so-called game right now.
OTOH...ED, which is the usual culprit when this argument is used...released after a full testing and development cycle, released with critical core functionality intact and released with gameplay, content and mechanics in game.
Right now...Star Citizen is missing the netcode necessary to support the player base it is aiming for. And for all they've been promising it for 3.2, it was promised for 3.1 after being delayed from 3.0, promised for 3.0 after being delayed from 2.6, is two years late...at least...and should have been part of the core engine technology before they started development of the actual game.
Star Citizen is missing server code necessary to support the instance size it is aiming for. Core critical technology without which the game cannot function.
Star Citizen is missing procedural generation routines. For all they say they have it, the current game doesn't appear to use them at all.
Star Citizen is missing gameplay, mechanics and content. There is a MASSIVE technology debt already built up which will take years to clear at the current rate of progress. The games developers have admitted that they haven't even gone through the design phase for much if what they need and want to implement. You cannot design around a vague concept such as "mining" or "salvage"....designers need to, indeed MUST, map out the steps of how each activity works into gameplay. And CIG haven't even done that.
Star Citizen is missing a functionally complete engine. One of the most basic and important tasks any developer needs to do is have a working and complete engine BEFORE they begin game development. CIG doesn't have this, hasn't even completed this most critical stage of the development process.
Even to get to a BASIC state of bare functionality, CIG needs to complete the engine and integrate new server code, bypassing netcode if it forgets about multiplayer capability. It needs to design gameplay, content and basic mechanics. It needs to create the gameworld and implement the design in code. And do so while trying to keep a preAlpha tech demo polished and playable.
Whatever is going to be the state of the game in a year won't be "playable" as you suggest. Even CIGs own timetable, its own roadmap, optimistic as it was...let's not forget much of what was slated for 3.1 is now to appear on 3.2 if not later..., only gave us a 3.4 with what was originally planned for 3.0.