Someone with some kind of software development competence and experience needs to sift through this immense pile of detritus to see if there's anything salvageable left from Chris' years of mismanagement (chances of that are slim to none).
The game is being developed without a fully functional engine. I'm not saying the engine should be locked into place before development starts....improvements and refinements can and should happen....but the capabilities and functionality of the engine should be in place so everyone knows what it is capable of, everyone knows what it can handle, everyone knows they can work on their own module content and secure that they can slot it back into the game and still work with everything else and everyone knows the specifications they need to meet and which the game and gameplay is being designed around....such as how many players in an instance.
The game is being developed through the open use of bandaid kludges rather than long term fixes. Serialized culling for example.
The game is being developed by a team whose duties include keeping a preAlpha playable and polished so the general public can play it and expect/receive performance expected from a Gold release. More, such activity appears to be being prioritised over actual development.
The game is being developed on the fly, without gameplay mechanics and features mapped and detailed.
The game is being developed haphazardly, with features and mechanics promised more because they seem "cool" rather than because they are a necessary or desirable addition to the game
The game is being developed with priorities set by players rather than on what the game needs
Chris Roberts admitted to a need to refactor the games huge codebase to allow for multithreading.
I could go on.
I don't think there is much to salvage.
IMO....and I say this without seeing be code...the entire game would need to be junked. Art assets, music and the like might be salvageable. The engine they are using might have some value, depending on the quality of the coding but its also useless for the game they want with proper netcode and servercode....and they don't seem to have even simple procedural generation up and running.
Funny thing is.....if CIG were to sack half their devs, change management, drop the needless emphasis on needless detail and fidelity and started working on game development, they probably could have the entire game reworked and finished in 2 or 3 years, even if they started work from scratch, and do so at a fraction of the cost.
For all they keep harping on about 500 employees, that's still too small for a AAA game, especially if we assume many of them are support staff rather than devs...management, HR, technical support, community managers, marketing and the like.
The 18 firms they manage would have to go as well. Hollywood accounting is great for eating up cash and hiding it away but it really has no business in game development...or indeed, anywhere (it being a sleazy practise at the best of times) and I cannot think of any legitimate reason why CIG would need more than one. Maybe two if you want to keep a presence in both the EU and US.