With regard to making a case for immersive storyline content, I believe the case that should be made to the CSM/CCP is essentially one of not putting all their eggs in one basket. Part of what makes their product unique is the rich depth of lore and the immersive nature of the game world. Incarna was intended to unlock a new demographic and but for the glacially slow and botched roll-out it may have done (and perhaps one day still will).
Appeasing the stats-obsessed min-maxers is fine and necessary, however that is a market they can sustain but does not have much as much potential growth in it. And any business wants growth. Finding new ways to tell the story of EVE has huge potential. More narrative, more interactive player-driven experiences would mean more customers.
When I spoke to CCP Dropbear at EVE Vegas, we discussed ways of promoting the storyline and content stuff to a wider playerbase (which is where Tech4 came from). He said he was wary of the Arek'Jaalan Project concept becoming too successful too quickly as he have the resources to accommodate a sudden influx of player interest. However, with steady growth a case could be made to the decision-makers.
As Dropbear and Headfirst said in their interview:
CCP Dropbear: "Part of it comes down to how much demand we as developers can demonstrate for a certain feature to our bosses... If we can say 'hey, over the space of four weeks I've just managed to get 200 people to donate thirty billion ISKs worth of stuff for a fluff roleplay project that has no influence on any mechanic in the game'... It helps sell to them that there's interest in this."
CCP Headfirst: "Roleplayers are a powerful lobby. If you put your money and your time and your effort and your forum posts and everything where your mouth is, just like any other lobby you can get things done."
CCP Dropbear: "It gives us more ammunition to take back to our bosses and say 'hey we should allocate more time to this' or 'there's some real interest'."