Planet elevators are a particle effect, not a model.
Hups. My bad.
Nevertheless, it should be possible to do it client side, since no feature of Sins demands the sharing of so detailed model info between clients. (At least, I see no reason why it should.)
It's not as easy as a coding thing. It's a rigging and model thing to. would require a lot of the models to be reworked, as well as coding hours. All of which can be spent on new assets and game features...
This I understand quite well. And it's imho a good argument against it.
You only have one race, there are 2 other races and assets. most of your computers already bog down with just the one on a large game. Why add more calculations?
On the other hand, this is a very bad argument. Graphical fluff is always just there for graphical fluff. Or to rephrase it, why add so nice explosion effects, fighter trails, planet textures

, etc. when it just adds more calculations?
Because it looks nice.

Why did you add fighter/bomber models and engine trails for them, when in your normal game mode you won't see them anyway? (The level at which you see the models instead of the symbol is about the same at which you see turrets on the Kol Battleship.

)
Because it's graphical fluff and it's pleasing for the eyes (ok, not really for the eyes but for my overbloated primary visual cortex, but still).
So making the argument that it uses too much computational resources is a bad one, since computers are always evolving (compared to consoles) and in half a year (or one year, whatever) there are players with the cpu/graphic power to make it easily.

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But anyway, it looks like it wont be added. So another loss for my crusade to overload the Sins' devs with an abundance of graphical fluff.