More questions:

Will the game have volumetric clouds to dogfight through? Clouds (or thin sheets of ice crystals) can limit visibility and make combat unpredictable in space as well as on planets...

Dynamix's StarSiege strongly benefitted from a damage model that had system damage, penetration and global vs. local damage. Will the damage model distinguish between weapons which cause:
- localised vs. general damage (ie. damage to one system vs. damage to all systems)?
- general damage vs. penetrating damage (damaging systems, but not effecting overall shields/armour)?

Will there be dispersion or probabilistic elements to weapon effects (eg. a chance of a 'critical hit')?

Will unreliability - such as weapon jams - be modelled? (similar to WWI simulators and some FPS which have misfires)?