This is a mistake that will ultimately get reversed as activity dies down.. How will you handle land ownership when the merges happen? How about name changes? We've all seen this before.. I can't imagine your network middleware doesn't have the functionality to utilize a distributed edge model to reduce latency? Albion did it with Unity and Photon, I'm surprised SpatialOS cannot.
I hope there are hundreds of thousands playing this game.. But in reality, this genre is very niche. Maybe regional makes sense at launch.. but eventually servers will consolidate as activity levels out. This decision while initially celebrated is shortsighted IMO or a limitation due to a lack of the developed technology.. be it internally or licensed service.
I would also suggest you guys revisit AO, while yes there are auto-attacks.. a great number of attacks are skill shots. The latency only becomes an issue in ZVZ, only David Salz can explain their decisions there. I will say, SBI did make some great improvements to performance over time.
This concerns me.. I understand your horizontal progression.. but this early in the design stages.. with such impressive tech as SpatialOS.. I don't see how you cannot fix this before it's too late.