Thank you for your insightful comment!
What I've got full respect for is the multi region problem. I didn't know that Star Citizen aims to have one global world instead of American, European, Asian, etc. worlds with the ability to travel between them with a latency penalty. I'm curious how they plan to solve that without god-tier peering and an artificial minimum latency to balance combat between distant players.
But I'm struggling to understand static and dynamic zones, maybe you can shed a light on where my understanding went downhill. Static and dynamic zones feel like an implementation detail to me. Do I care whether the replication layer(?) changes the boundaries of a zone, or discards the zone and creates a new zone with the appropriate state? No, only the process is different.
Since static and dynamic zones feel identical to me, I don't get why a static zone can't be an authoritative way of transferring object containers. What prevents servers assigned to a static zone from exchanging object information with the replication layer? Nothing, I assume WorldQL also does that.
Okay, so why use dynamic zones? Perhaps the implementation is easier than static zones? Everything else is identical to me, so nothing but the implementation difficulty feels important to me. Or is there a difference between static and dynamic zones about server assignment/scheduling? I don't know.
What I do know is that my understanding is flawed.