To me this statement seems very confident about their coding. While yes, this would be the ideal implementation, so far it occurs that there are a lot of redundant checks and calculations in the code. (One example would be pops jumping in and out of jobs on a daily basis, even though it only matters one the first day each month. There probably are more examples.)
Anyway, I still remain (cautiously) optimistic about federations - dedicated performance- / AI-development and such. Fingers crossed.
it's not redundant, UI philosophy in general is that it needs to update as the player is looking at it, or else people tend to get confused since stuff didn't update immediately.
like say the system was set up so it prioritized food production when it's low (which i believe it does), and so a new player not knowing this, manually moves pops over to food production before the month ticks over, him complaining that the system obviously isn't working and begins to complain that the system isn't working and when he's corrected, that the system is obtuse.
say you enact a policy that increases food profits via increasing amenities and thus you don't need as many food workers. if you only calculated on the month, it would look like you have too many food workers and moving them to other jobs would be tedious when the UI would do it on the month tick, it's just not obvious, hence the UI updated continuously. (you could perhaps do a cooldown on job switching of 1 month, but well, what if you're changing a LOT on a planet and so they'd need to change multiple times, there's no real way to win here)
this is only for food, i hope this becomes obvious that if they went with a method of "only update when something's changed" that you're starting to get triggers all over the place, this will make the code very "spaghetti" and make it harder to update in the future as the use of various triggers must stay consistent or else you'll get very hard to fix bugs.
my opinion is they they need to go from the pop system as we have it to a victorian style pop system, where individual pops aren't kept but instead you have pop entities that say there are x many pops working job x of race y. so instead of having 3 humans working alloys, you have an object for alloy jobs that says 3 humans of the egalitarian faction working here, this is their calculated upkeep, happiness, political weight, and output, etc.
this would have largely no benefit for smaller empire but would become comparatively quicker the longer the galaxy exists.
however it would require a complete rewrite of the pop system, rather disappointing.