It seems kinda logical to me to start with airless worlds for landings. Worlds with atmospheres kick up a whole new set of complexities, that I believe FD want to implement properly and not in some half-baked fashion. For example, in an atmospheric world you'd have things like weather, winds, clouds, precipitation and so on and so forth. For those worlds which also support complex life, you have to add in plants and animals (perhaps oceans as well) and so on and so forth, and for worlds with large populations and cities - there all all the extra complexities that go along with that - A massive undertaking I would think.
I don't think the issue is mixing hand-crafted and PG content together, it's just anything beyond a small airless world with a few outposts is going to take a lot of time to get right, and FD want to start giving us the whole planetary landing experience now. I'm sure FD will solve the problems required to make more worlds accessible, and done really well, and I'd rather have a limited set of places to land now, than have to wait until it is all implemented to be able to land anywhere.
Best to be patient. As far as I have seen so far (from Alpha 1 in Dec 2013), FD have consitently delivered a constantly improving game (with bugs & hiccups and niggles, but generally moving in a positive direction).
I'm perfectly aware of the technical limits. I asked for the RP implications.
If I cannot land in athmospheric worlds because of the ship design, that's credible. Then is it possible to land on Moon? (ie. did they use bitmaps for high scale and procedural generation for low scale on objects like Moon?). If not, what's the roleplay reason?