They likely won't update their netcode until 2.7. They're working on it full steam ahead, but these kind of upgrades are being ringfenced out of the alpha until things are in better shape. They are currently using stock CryEngine netcode which is just passing all information to everyone and creating a ton of bloat on the network.
What's being implemented is a form of network detail occlusion culling.. basically anything that's not relevant to you is culled from the netcode. Right now if someone takes a nap in an Avenger way off in another location your client is still told about it.
Oh yeah. I'm well aware of the netcode issues. They've been plaguing this project since day 1. As CIG attempts to do more, every attempt has been hampered by the netcode. It truly is the Achilles Heal of Star Citizen.
Personally I'm wondering if CIG's eyes aren't bigger than their stomach so to speak. What if they can't rewrite the netcode to do everything they need it to do? That will be a game changer (literally).
If you read between the lines, it appears there is an internal war going on at CIG between the Marketing side, which wants to continually show progress, add new shiny stuff, etc. and the developer side which needs a stable foundation built and tested first before anything else is added.
I mean in this week's 10ftC Chris literally told us that the current netcode had reached it's limits on what it's able to track and communicate (thus the noticeable downgrade in performance from 2.3 to 2.4). He then goes on to tell as about the things they'll be adding in 2.5 (pirate base, more shops, etc.). Well if you're at your limit, you can't add more stuff. It just doesn't compute.
I'm hopeful that they will solve this issue eventually. But I also won't be surprised if it takes way longer than expected to do so and it ends up limiting or preventing expected game features.
Which is why I'm thankful that I'm really here for Squadron 42 anyway....