With the heavy disparaging of this game's chances of publication (including by myself) let me instead illustrate a roadmap of future development that may lead to its success. The first and largest issue that faces SBS (the developers of CoE) is the back end framework they must now engineer from scratch. Assuming that all ties are permanently severed to SpatialOS (and they should be if they told the community they would be) then a viable alternative needs to be made. This should be the number one priority of development to the point of hiring more people, or at least contractors, even while on a limited budget. If SBS can show that they have an effective back end solution with tech durable enough to withstand the volume of their full projected player-base, they have a real shot at luring investors much like CU and Crowfall did.
But having the back end is not enough. A client needs to exist and the nice, if impractical, idea of using a voxel-based interim is only slowing down development. SBS needs to bite the bullet and get rid of this concept so they can put more focus on the Unreal Engine client and how it integrates tightly with the back end. Furthermore, the most important thing about the client is not the gameplay mechanics or the graphical assets, it is the culling mechanism to deal with instances of population density. Inevitably there will be large groupings of players and Unreal Engine is not equipped to handle hundreds, or worse thousands, all at once. If PhysX is enabled for players the computation will quickly bog down any connected client in addition to the massive load on the renderer from the graphical assets in play. Creating some way for a player's client to smoothly join overcrowded areas is absolutely critical in a game designed to have a single massive world.
If SBS can come up with a robust answer to these two questions then I think they have a real shot at securing investor funding to finish development. After which, the many mechanics and features can be worked on by the subsequently larger team, and the amazing vision of the game's design can be realized. Given sufficient investment and enabled to cross the finish line the right way, I think SBS is capable of putting out a game even the most jaded MMORPG fan could appreciate.