Bet those few minor tweaks are why we don't have ice planets or fleet carriers.
IMO Karrde's bet is safe. The problems of platform parity is something I've thought for almost two years now, at least for Ice Planets in this case. Here's my thinking...Given that consoles meet or exceed the minimum requirements for the game...
I doubt it.
There are still EDH players gaming on systems that barely meet the minimum requirements for the game. At that level, FD aim to provide a minimum of 30fps in all areas at 720p.
In essence, FD's minimum spec PC cannot produce 30fps (or at least approach it) on an ice planet, or fleet carrier then its unlikely to be introduced this side of the paid for DLC. Not because it can't be done on console, but because it can't be done on a pc capable of playing the game as is.
This of, course, will change on release of the next paid for DLC, as then, just as with Horizons, FD are pretty much free to raise the bar a little.
Hardware capability is one factor - the other is the Cobra engine's graphics API compatibility. Cobra was already fully compatible with Windows, Xbox 360 & One because of previous FDev games released on said platforms, and so it was a relatively easy task to port Elite to Xbox One.
However, Elite was FDev's first game to be ported to the PS4's APIs (Gnm & Gnmx) and I think FDev's engine/platform teams had graphics compatibility issues that - initially - couldn't be overcome, namely the beige plague introduced in Horizons 2.2 (late 2016) alongside the new otherwise-better-looking planet shaders. This issue would be resolved in the Beyond 3.0 build over a year later.
The initial PS4 port would have been built by FDev's Cobra team using the Horizons 2.2 codebase and then alpha testing/fixing conducted to ensure platform stability; the fully working PS4 port would then be updated to Horizons 2.3 the following Spring. With the PS4 port internally-scheduled to release June 2017 around E3 to maximise publicity, and the engine team also working on Cobra PS4 compatibility for in-production Jurassic World Evolution (due June 2018), there wasn't the time to resolve the PS4 planet shader issues. So I reckon the team chose "beige plague" to ensure build & platform parity, as opposed to Windows/Xbox having better, fully-working shaders than the PS4 port (a big marketing problem: "don't buy Elite PS4 cos PC & Xbox are better").
Once the JWE PS4 build was stable (Autumn 2017), the engine/platform team had time to fix the beige plague issue, which then arrived in Feb 2018's Beyond 3.0 for all platforms.
I figure the same has happened with Ice Planets: new shaders coded and fully-working on Windows/Xbox (DirectX 11), but problematic on PS4 (Gnx/Gnmx). They've therefore been postponed until said compatibility issues can be resolved to ensure platform parity.
Along these lines, I would not be surprised if the new Ice Planets arrive simultaneously with DirectX 12 API support (Windows/Xbox) for better graphical performance and effects. PS4's Gnmx has equivalent low-level functionality to DX12.