That team you're describing no longer exists.
Evidence?
The
Network Team are still running point on
Server Meshing etc, with 9 engineers deployed on that roadmap task. Turbulent's
Game Services Team are supplementary, and focused on the Entity Graph ('new iCache') database according to
the recent presentation.
Of course you know this but mention Crobber's outlandish dreams anyway.
I quote Crobblers outlandish dreams because,
the last time we heard from him (Oct 2020), they were still the plan:
Server Meshing is another big technical milestone ahead of us. It’s dependent on iCache, as that allows the various servers in the mesh to utilize a unified snapshot of the state of the universe, but we have been working on this over the past few years and hope to have the first iteration in players’ hands by next year. This will allow us to greatly expand the number of the players beyond 50 to thousands concurrently in the same “instance” as the tech will spin up additional servers to handle the simulation load in an area as the player count increases. This is when Star Citizen becomes a true Massively Multiplayer Game.
And because in the latest
Server Meshing Q&A they claimed several of those larger aims were still their objective IE:
Is the true end goal one single shard for all players?
This is our ambition
And on dynamic server meshing and player counts:
As we refine the technology and move away from Static Server Meshing towards Dynamic Server Meshing, designers can use this tech to have larger, more interesting areas (such as larger settlements or large ship interiors) with denser numbers of AI and player characters. Server Meshing could open the doors to gameplay experiences that our designers have not even thought of yet!
But to make further expansion [of player counts] economically viable, we’ll need to look at making Server Meshing more dynamic as soon as possible.
The absolute [player count in one location] limit is hard to predict until some of the new technology comes online and we can start to measure performance.
Although it's obvious from context that they don't expect to get beyond 100 players in the same location, at best, CMs were quick to message that
100 players per location would be just the start...
And officially, the big boss still wants 1000s
---
Welcome to game development. Things that dont work get scrapped and redone.
There is nothing normal about deciding on a completely different networking architecture 4 years into a project (2016's Server Meshing), failing to get it working for 4 years, then switching to a new approach, and hoping to have a 'Tier 0' version up and running 10 years deep into production.
Let alone selling a bunch of capital ships for over $1000, and still not knowing whether you'll be able to support them technically a decade later.
Nothing, normal, at all...
And now you're just dooming left and right. "Existing features" when did Server Meshing ever exist in the game?

.
The existing features I'm talking about include aspects like the ability to walk around you ships while travelling seamlessly through the solar system. As pointed out
by the Zenimax dev, the new handover between servers as ships approach a new 'static server' location will almost certainly require players to be stuck in their seats, for example.
CIG then have to decide how to handle location overload if shard player caps are pushed beyond server player caps. The current obvious solutions are: To lock off a location if it hits the server player cap; to host smaller locations per server (very expensive, and makes it harder to hide the handover lag between servers via simple approaches like enforced seating etc); instancing locations. All of these are steps down from the current seamlessness.
Or you can hope for the still promised dynamic server meshing

(Which the Zenimax dev notes would have to 'mesh' in areas of low population/activity, and so wouldn't help much with the above, let alone capital ship battles and other complications

)
Seriously, first you go: "This one shard thing will never work!"
Then when it doesn't work: "Why don't they do the one shard thing?! Disappointment!"
Oh dear, you haven't understood anything I've said. Nevermind :/