I'm afraid so
Lets hope sins 2 (if thats ever on the table) has real reasons for us to make the jump (like a real scripting language for modding - more inline with what U3 has to offer, mesh animations, better integrated mod tools, a Tech tree editor, less hardcoded limits, no 2gb process limit, multithreading built into the engine, Diplomacy options like in Civ4, more 3d movement, firing arcs, and so forth...)
I still don't understand why the AI is not inherently multithreaded anyways. Thats the most logic optimisation for a start. I mean if the AI would use the same API's as the multiplayer syncing, every AI could have it's own thread.
Then multithread the particlesystem, thats "easy" too. The particles are not that dependent on each other (other than time synchronisation, collision detection and active emitter status, there isn't any interaction between most of them and / or the rest of the engine)
I know, multithreading is never easy, but there are thing that are easier to implement than others.
And please make the following buffs for sins1:
GetFirstTarget(type) - select a System with mouse, target is the first object of type (type) in that system, System only selectable if object of type (type) is there. Type could be modul, ship, planet / star
MoveToTarget() -> moves the objects with the buff applied to the target that was selected before, outside of the boundaries of the selected object.
heres hope that the devs will listen...