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I'm honestly not a fan of the attitude you showed in your post. (eg. "very special" artstyle... I am aware you paid a lot for this artist...)
But in the hopes that that wasn't your intention and it came across poorly through the text, I'll do my best to help with the points you've raised.
As seen in your screenshot, there are inner properties for the inner hull, and outer properties for the flecks.
If you turn the looseness all the way up, you can see the inner hull, which is kind of hazy and doesn't look great. This is because it's designed to use the flecks instead.
To get a "tighter" surface, lower the looseness and increase the sculpt's resolution using the sculpt detail tool (menu > tools > sculpt detail). You can get super tight, smooth surfaces with this, though it will incur a cost. Most of the time, you can get away with less resolution and not notice any difference from the perspective your game will be running at for the majority of play. And the beauty is, when you do get real close, it doesn't just get pixelated and blurry like traditional texturing, but there's basically infinite detail there the more you zoom in.
What do you mean about you fighting with the voxels? What are you trying to make? What about its appearance doesn't look good to you?
If you make things in a smart way, or use the tools to reduce the detail and save on memory, you can have a lot of things in your scene. I played Half-Life quite a while ago, but I don't remember it having 50 fully independent characters running around at once. It had load points where it would transition between areas, and it hid them well. But they were there. You can do similar things in Dreams; if you can't figure out a way of saving on thermo, you can create new scenes and link them together in a dream.
Is the engine currently running on > low level or on normal? I don't know what that could mean. The engine is running using what hardware is available.
The thermo limits are based on a single scene. So an entire game can use as much thermo as you want; you just need to load the next scene to get rid of stuff you no longer need and load in brand new stuff. This is how most games work.
As for the exact amount of RAM or GPU memory it uses, I don't know myself. Again, I'm not sure what you mean by a "voxel-like 10x10x10 GB."
I hope some of this answered your questions, and helped you understand aspects of the game.