@Nezin I have played EVE online for a while and I wished I could make the perfect procedural space game, too, I can feel with you!
On the other hand, Iâm more like @jiyarza, I have to go to work and I know I will never publish such a game. BUT it is fun to plan the pieces of it, and dive into such a project as hobby. No pressure from a company, we can enjoy the work at leisureâŚ
I donât know how many people work for EVE online, how long it took, nor what their salaries are. In any case, we see there are companies that throw money at people to create games as full-time jobs â and even then, not every paying highly-staffed company produces something successful. From that I conclude that 1 person with less budget cannot produce anything that is better than EVE Online in the same time⌠(and if you take longer, you will have to port your game to jME version 37 one day) 
If you break down this project into smaller pieces, and solve each piece, then you will at least have several realistic successs ahead, just sayingâŚ
1. Twitch based gameplay, meaning that you fully control your ship in real-time in all the directions of space.
You mean for action-filled shoot-outs? You could make them turn on the spot like the small fighters in Babylon 5... :)
I wonder whether players will cope with shooting, navigating, and tactics at the same time. (EVE online doesn't let you steer because it would be too distracting from the game.)
2. Collisions on almost everything.
3. Immersion; meaning real scales, dimensions and velocities. Planets are truely as large as real ones, and ships extremely small compared to them.
In real scale, there will be nothing to collide with -- real space is empty, I'm afraid... Have you ever calculated what that means? If you implement the distances in real scale, you see nothing because all planetary object are invisibly tiny. If you implement the planet sizes in real scale, you see nothing because everything is too far apart. Those are the two options...
Also, do you want to allow faster than light speed and instant braking at the destination? Either the scale or the speed has to be unrealistic. Otherwise, your players have to wait 100 years to reach the first waypoint...
4. Planetary landing with seamless transitions. If you can see something in the sky like a moon, you can get there in real time without seeing a single loading screen.
Sounds cool, you may be able to load the next object while flying there, that's how EVE does it anyway.
5. Solar system dynamics. Bodies orbitting around each other, being able to watch a sunset or an eclipse. Planets are not just a fancy background ala X3.
Hm. I would't know how to do that in a game engine. It's a game engine, and a physics engine -- but alas no optics engine.
6. Travelling to another system doesnât necessarily involve jump gates. sometimes they might be used depending on how far out the area your trying to get to is.
Everything in real-scale space will be FAR. The closest planet is years away.
I'd recommend to screw "real scale" and scale it down to a level where the game is most fun.
7. A procedural universe â billions of star systems and planets, all unique, can use a random generator for one after making the first 23-100 systems.
I'm a fan of this idea I have to admit. I wouldn't go for billions, but randomly generating a few dozen levels, that's what I'm trying to achieve.
8. No skills, experience or levels ( Not sure about this one But will need some sort of system so people playing longer get bigger and better things but New players can still compeate)
I've been thinking about that too, it's tricky to keep experienced and inexperienced people satisfied witht he same thing without being unfair.
9. Less waiting time, when you want to mine, or go to a distant system.
Sorry, but that contradicts "real scale" and "no load screens" :) In EVE you wait long while flying because it HAS to load the stuff at one point...
10. A living world, with NPCs flying around and living their own life.
How do you define this life? Have you ever played the Sims? Can you re-implement the Sims? Usually games do "lazy" generation of events. System A is in peace and system B at war. If you decide to fly to B, it generates the details of fraction b1 and b2 and b3, etc. And when you land on a planet it egenrates the cities etc. Not everything at the same time -- nobody will ever see it.
11. Being able to affect missions to other players or NPCs.
12. Dynamic storyline. What i mean with âdynamicâ is this: in most MMOs, you have a storyline ( sometimes very complex like in Eve ) written by the developers, and missions / quests related to it. However, none of those quests affect or make the storyline progress. storyline will be, by many aspects, closer to the one of a single-player game, with some specific player actions âtriggeringâ a progress of the storyline.
15. Knowledge exchange. Prizes for being the first player to discover some special places / events ( like, analyzing a black hole, or discovering an unknown metal, or a new form of life ).
Affect other players? You mean trolls and griefers and spoilers...?
Progressing a global storyline and discoveries sound good. And then publish an ingame newspaper "player hotsexylady123 rescued the princess" and "sucksd1ckL0L invented plutonium". :D Problem is, how do you generate enough missions and minerals so everyone "wins" a few times....?
13. Owning an empire: multiple spaceships, stations, planets. Setting your own tax/rules for those. Enabling other players or even NPCs to fly your ships. Constructing buildings/factories in cities. Forming corporations, or owning actions into other playerâs corporations.
Thats just like EVE does it. I don't know how they calculate or manage stuff, but that part seems doable. (Just include a note in the rules that you cannot help if anyone got cheated...)
14. Multiple players flying in the same ship.
I wonder why EVE doesn't allow that, is there a catch?
16. Newtonian physics ( with computer assistance for eacy controlling ).
I assume you mean de/acceleration, three-body-problem and gravity swing-by manoevers? You have looked at the maths before you said that, ... right?
17. Technology discovery plus patent system ( players have to hire scientists to make new technologies available in game, like a RTSâs tech-tree ). I know that Eve has blueprints, but as far as i understand, those are âstaticâ.
Hm. Would would they be other than static? By which unstatic rules do you allow players to slap together random stuff and create new stuff?
18. Being able to Get out of ship in into a station or onto a planet Walk around trade system
That would be nice -- EVE said they are investigating that, too, because people keep asking to see their characters walk around! But then you need good customizable models, at least on Second Life level (and in second live, customizing the model is half of the game, not 5% as in your idea).
As I said above, I'd beak that into small individual pieces, and see where you go from there. Keep us informed!