Walt clojelo Adaptive ship rendering algorithm to render smaller ships faster.
Not sure what you mean here. Why is this necessary, and what does it have to do with a larger grid size?
As player, i can only speculate a fixed bludeprint grid (100x100) enables the game engine to efficiently render ships from the center of blueprint up to the predefined radius (50 tiles).
In theory, the same algorithm could work with flexi grid size with a max total area (say 200x200). However, the dev has already foreseen edge cases where a ship could be severely out of proportion ("1-wide ship 1km long"). where the game engine had to work extra hard to render ships of variable dimensions.
Once grid size is unlocked, the dev might discover alternative ways to detect blueprint edges and make algorithm as fast, if not, faster when rendering relatively small ship (spelled "fighters"); thus, so-called "adaptive ship rendering algorithm".