Your reply just confirms my point though - what sold you on PE were factors entirely outside of the actual pitch. And I am not saying that is wrong. (As a side my problem with it is not that I don't expect them to make at least a decent Infinity-Engine style game. My beef with them is that they decided to make a campaign straight out of the marketing department instead of using this opportunity to suggest and discuss something out of the ordinary, one of the dream games Avellone likes to talk about in his interviews).
As Asdraguuhl pointed out correctly an unknown team doesn't have that luxury.
All in all there is quite a bit of info on SG if you look carefully through the (rewritten) KS main page, comments, Forums.
You will be able to customise many items in terms of appearance and some even in function(HOW). While we have no player crafting planned for an initial release of the game we do hope to include the ability for professional NPC craftsmen to adorn or create items to your specification(HOW). You may for example get a Tailor to make a garment with your choice of design, fabrics and colours. What you wear can significantly affect how people perceive you(HOW, and how does this perception system work in general?) and also provide useful disguises(HOW? Is there are faction/reputation system?). Dyeing or otherwise colouring items is something you may be able to do yourself. Some rare items will be predisposed to draw power from additional items that may be slotted in or combined with them.
The story unfolds in a hugely dynamic fashion(HOW) and events will transpire even without your intervention(HOW). Your lack of involvement may lead to truly disastrous consequences for the world(HOW), the game will not end but the world may become a very inhospitable place(HOW). Even if you try your best you may not succeed, the game does not revolve around completing tasks and progressing stages of the plot(So HOW does it progress?). Success or failure are of equal value, the aim is to have fun.
There will be a great many unique non player characters in the world(HOW will you achieve this without a gajillion writers?), whether they become friends or enemies or are simply indifferent is completely circumstantial(HOW? What circumstances?). The game is not specifically designed to have a persistent party of companions, though some characters may choose to follow you and may be predisposed toward this role(HOW does that work?). If they perish they will not return to life, or at least not as they were. Ultimately no character (or creature) is special, all are subject to the same rules and the physical laws of the universe(HOW does the plot continue if you kill an important NPC?).
Grand Theft Auto meets Morrowind in an original open world RPG.
If unsuccessful, it will once again confirm that gamers want the same old. Contrary to the urban myth that gamers support evolution, that corporations are the bit that prevents innovation in gaming, gamers are extremelly conservative.
Looking at Antharion recently, it's also clear that showing a working game is no ticket to funding even at the lowest level.