As for the technology in Wing Commander, Chris Roberts openly boasted to Larry that he had reverse-engineered the code from Battlehawks 1942. I've heard from former Origin coders that this was not actually true, that the engine code was original - just that Chris didn't write any of it. Either way, it's not a terribly flattering picture of Mr. Roberts.
Roberts' "focus and cleverness" in deciding to use sprites for the ships was nothing of the sort. Aside from the fact that he wasn't actually the principal coder for the graphics engine, Battlehawks 1942 was using this method in 1988, as indeed were most "3D" action games. It should be pointed out that there were very few fully 3D games at the time. This was before 3D accelerator cards were commonplace. Hardware acceleration didn't take off until the early to mid 1990s.
In spite of this, I do have respect for the great commercial success that the Wing Commander series achieved. I never cared much for the actual games, though. The stories were hackneyed and derivative (the Kilrathi were clearly ripped off from Larry Niven's Kzin - Roberts even had the gall to put a "Niven Sector" in WCII, so I guess we could give him the benefit of the doubt and call it "homage.") The arcade-style gameplay was too simplistic and repetitive, and the AI was awful.