This is something that had been asked for from the beginning (even during alpha) but was said on livestreams that it's not technically possible for them with the way PC was built.
That is, quite literally, the biggest line of untruth I have ever heard... If they actually said that. (They built it! If they couldn't change it, then they couldn't update it! It was "built" with issues, and issues were resolved by "altering the way it was built".)
Scaling is possible in every 3D program, even if it is constrained to certain limits and items. Textures are locked to an objects surface, by clamping. They can be setup to "flow" with the scale, or be "fixed", so they scale with the scaling. Primitives are just a raw color, and have no textures. LOD estimation requires a simple modification to use the z-order sorting distance of the fore-most edge, as opposed to the "center" of the object. It "can be done", they just don't want to do it, or don't know how to do it, which I seriously doubt... No self-made game-engine is THAT constrained.
They have dynamic items, scaling tools, for land editing, and scaling land creation... Applying a multiplier to an object, which is all scaling is, would be an easy implementation. You only need to scale the "looks", not the "interactions". Since the things we want scaled are non-interactable anyways, except for "grids". (You just wouldn't alter the grid object/component.)
Anyways, that is why I added "scaling", direct scaling or dynamic scaling, into my "wish list" for PC2. (But, I am starting to think that they have no real interest in making a PC2 anymore. Like they hit the limits of their ability and, realize it, and don't want to bring-in more people to assist with the components they need help with. Been there myself, and that's why I am still doing what I am doing, and they are doing everything they are doing, which is NOT PC.)
It honestly wouldn't be that hard to make new "scalable components", and program them into the game, as new items. Then the game would be "built that way".
Dynamic components are like the paths... They have ends, a middle and possibly "joints"... as opposed to true scaling, which just alters the value of the objects X, Y or/and Z values, so it is drawn larger. Dynamic is more adaptable and moddable, but also more intensive to manage, until it creates a result. Then the "result", is just a singular or segmented object/s, to be rendered.
I think the real reason for NOT making more updates in this version, is so they have an advantage to gain in PC2, if it gets made. There is no competition in this game market, except themselves.