Look. There's a "home team" thing here, so I'm not going to fight tooth-and-nail to make my point, LD. Kickstarter, however, is not the right approach with this game. It's a shiny new bauble that everyone wants to use for no reason.
Grandroids was proposed by an established developer with a reputation, a game that set a timeframe of two years for delivery. The successful project FTL has a demo of the core playing experience, and promises to be in beta by August. Look at all the kickstarted games so far, and you will see timeframes for gratifying the "investors."
This game has a tech-demo with maybe 2% of its sprawling core gameplay, and a vague timeframe that maybe with 4 months of solid development there could be another pre-alpha with 4% of the core gameplay.
This is begging for starting out slowly. You say there are many opinions on what "should" be a Kickstarter project, but it's simple, really. You should kickstart whatever you can reasonably provide. You have to admit that you are not selling gamers on what you have now, or what you expect to have in four months, or even what you expect to have in two years. If your Kickstarter is successful, remember that you sold your customers a decades-long vision. You are ethically locked into providing that. Better to go slow with a clean conscience.