Well, it's in alpha, so convenience isn't really something to be expected either way. If CIG needs more testers because some don't feel like downloading 10GB patches, they'd probably just send out more invites. It's not really a pressing issue, and there's no reason to waste time and ressources on some half-assed intermediate solution. They're working on it, but they want something that lasts.
Anyway.... Yes, refueling and rearming is in the current alpha, and has been for while. Land on a service station, pay a fee, and drones will pop up and refuel, rearm and repair your ship. The base mechanics are already in place. Thing is: A lot of the ideas you're quoting probably don't come from Roberts at all. The director of the persistant universe is Tony Zurovec, the guy who designed the background simulation and AI for Ultima VII and VIII. He believes in a completely physicalized approach to pretty much everything. Which is actually a brilliant idea, because it requires more thought up front, but less work in the long run. Kinda like EVE. The example you mentioned is actually pretty good. You have to develop a communication and messaging system anyway, but if you base it on actual things in the game, implementing features like hacking or electronic warfare suddenly becomes much easier and more logical. Want to disrupt communications? Just blow up a satellite. That's what Star Citizen is really all about. Instead of designing tons of high level mechanics, they try to come up with very robust low level mechanics that facilitate emergent gameplay. We already see that today. There is no "cargo system" at this point, but since everything in the game is a physical thing, you can shove any physical item in the game world into your cargo hold. If it fits, it's yours. If it doesn't, you can call a friend with a bigger ship.
Also, did you actually watch the video? Warren and Richard said Chris is hard to work with, but they ultimately praised him.