My guess a lot of their issues relate to how they scaled everything down to squeeze the "verse" into the limitations of the early version of the engine. So the floating point calculations sometimes throw a wobbly. I guess they could now scale everything back up to normal size, but that would mean remaking every single asset as well as rewriting the relevant code.
The "scaling everything down" speech model is just a crutch to explain stuff like this to people with no technical knowledge (like Chris Roberts).
Floating point doesn't care the slightest about absolute scale (that's why the decimal point floats!). It really doesn't care if your orb is the size of pea or the size of a sun. It's FP to work absolutely fine with both.
It's all about precision or relative scales. The problem is that the parts of the code, which can't handle 64 bit floats just round everything to 32 bits and then kill your character by miscalculation. Shifting the floating point (scaling) doesn't change this the slightest. If you want a real sun in your game, you need enough precision
everywhere to handle a pea (or a bullet tip) next to it.
And the only solution to that with the outdated CryEngine 3.7 made for FP32 consoles like PS3 or XB360 is to limit the map size to a 7 km box, so the rounding doesn't harm, when physics are on. So no doors on full sized planets. Star systems with planet-sized doors - yeah no problem. But a super small object like a capital spaceship can only exist as a camera then, not as an object in that space.