First, time is relative. Whether you think 2014 is flying by or dragging on doesn't really make any difference to the development, nor does it really say anything about it. It only matters how much time Josh feels he has, if he thinks he still has plenty of time, than I'd venture to say he does, If he thinks 2014 is flying past him, then I might be a bit more worried.
The AI testbed seems to me to be a rapid prototyping tool, doing for AI content what LTSL did for the code. Him spending a couple days on it doesn't really worry me, as he has already said this is not simply for combat AI, but will be about rapidly creating and testing all aspects of the AI, from combat to trading to politics. If he is still extensively working on it in October, it better be so comprehensive and simple that it's on par with the sims...anything else will seem like a bad use of time
I agree, LTSL seems pretty well developed, and doing too much more work on it save for optimization, seems a bit tangential to getting the game out, though I suspect Josh will be toying with it, making improvements and additional capabilities to it while making it more efficient and elegant for years to come. There will simply be a point, rather soon I suspect that he will have to say, this is good enough for LT 1.0, and only a major obstacle will bring me back here until after release.
I can't really comment on the UI until I see what he has done with it. No idea whether it is worth the time or not.
1. Colonies
Colonies are functionally like stations, I suspect that until the planetary ownership addition comes out after release, they will be pretty much stations with primarily aesthetic differences, perhaps there will be some additional mechanics. I suspect that since the after release updates have no official ETA, he can take his time with them, and considering all the fancy tools he built himself, the planetary ownership update will be quite extensive and make planets really something amazing.
2. Proper functionality for trading
I do believe trading is mostly complete, and it was mainly UI work that needed doing
3. Characters - e.g. police/diplomats/pirates
I dont actually think there will be set characters... In the same way that you can become a barista or a doctor or a diplomat or a soldier, I think the AI will simply take up jobs/missions, and as they focus in on a select few mission types, their "character" will emerge.
4. Missions
Given that the AI can now understand the concept of missions, its a matter of getting the ai to understand the types of labor they can delegate... this may be as simple as adding a few lines to each script which defines a given behavior, which tag it as the kind of thing which can be delegated.
5. Battle scenarios
This seems to be what the AI testbed is for. I dont think josh is creating a handful of scripted scenarios, nor would I want him to, I am hoping he is creating AI which can actually understand any situation they are faced with.
6. Space station/science vessel functionality
Seems fairly functional to me, pop a module into a station/ship's hardpoint and it gains that functionality, there something i'm missing?
7. Law and order - has any consideration been given to what happens if you do something bad - e.g. killing civilians/smuggling etc.
Absolutely agreed, I haven't heard nearly enough on this. We have given suggestions, but it is still way too mysterious for my liking. I am however of the mind that Josh would rather build up the AI as individuals first before setting in stone how they would work together. When you have intelligent AI, putting together the social contract, rules and bylaws, concept of jurisdiction and jurisprudence seem fairly tame. I will only really start to worry if November comes around and we still haven't heard anything on those big social/legal mechanics.
8. Asteroid popping
That could be in there during the beta and be left almost for last, as far as i'm concerned.
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