What you call fisheye distortion is kinda the opposite. I think the game engine uses a rectilinear projection. This has the feature that straight lines remain straight, but particularly as the angle gets wider, the further out you go, the more stretched things become. For a narrow field of view this effect isn't significant.
The assumptions made so far sound ok, but would only hold true if the exact centre of the field of view was centred on the centre of the object being measured. As the object moves away from centre, it will appear bigger with increasing distance. Does that help at all?
I think it's far simpler than that....
I'm fairly sure the engine is scaling the assets in real time, you're not actually going as fast as the game shows you. It's both instancing areas where celestials are visible and scaling them when you get close.
Basically, you have a 64 bit integer to use for coordinates (as far as rendering is concerned). On a low level, that's what you have and it'll have to do. In order to portray Elite's insane scales the game cheats by scaling celestials around you rather than actually moving you all those distances, to give the illusion of scale without having to use insanely high coordinate numbers.
I'm almost 100% sure that what Zieman observes is what actually happens - Celestials get bigger or smaller depending on distance (and likely speed).
I hope i'm making sense. I always find it hard to explain stuff >_>