Frankly, 10 years ago, multi-monitor support was a *much* better idea than it is today. The economics of cheap, very large flatscreen monitors vs CRTs has changed the dynamics, such that virtually everyone goes for the largest single monitor they can afford (which is now hovering around 24" for the typical gameplayer). That is, the gaming population tends to upgrade their main monitor size, rather than add a second monitor to their existing setup. Back around 2000, I knew a bunch of gamers who had (2) 17" or 19" monitors, and the rich ones could splurge for (2) 21" (or a 21" and a 17"). Now, virtually everyone I know has a 27" or a 30" LCD/LED panel, and nothing else. The only dual/triple screen folks I know of are graphics/video people, and a few hard-core coders. And only the later group games seriously, and they're tiny in numbers.
Now, there's still a good case for the effort into movable screen UI components, because, even on a single screen, that can lead to significantly better playability (and be a real selling point attraction). And some of that effort will allow for multi-monitor support. But pretty much any effort that goes into explicitly supporting 2 monitors (say, the ability to view both the main galaxy view and the planet view at the same time) isn't going to be worth the developer time, as the portion of the target audience which has this as a selling point is smaller than ever now days.