Gah, that star thief design is VERY questionable. Using the system clock to determine which time of the day it is in the game and making that affect what you see? Hello? Most people don't have the time to play at any arbitrary hour just to trigger certain things. Real-life time limits are even worse, forcing the player to play a game regularly is not a good idea. People don't live your game, they live their life and put a bit of your game in it! Also he's putting more stuff in than Peter Molyneaux, that game would never get finished with all that intact. Wasting dev time on making daily schedules for the characters and monthly changes and whatnot makes sure the core game either suffers or the extras must be stripped and the game ends up overhyped.
The vehicle building will be done in Banjo 3 anyway and probably much better than this "I don't concern myself with details" guy could.
Seriously, when you make a game design don't think "this is realistic" or "this sounds cool", think "what will this do to the game?". Think about what the player experiences and add things that affect his experience positively, don't add things because they make nice bullet points on the back of the box! Day and night cycles sound cool on paper but in practice it just means people will have to wait until the right time of the day for whatever they want to do comes. Obviously games with a day-style turn system (e.g. Pikmin, Harvest Moon, MLaaK) are different because the time of the day things can be done at dictates their order within a turn as well but without a real turn structure to the days it's just a stupid chore.