The original Urbit system also included a scheme of political "banners" so that you could avoid speech which was unpalatable to you, in order to allow conscious self-organizing into groups of like-mindedness, and as I recall also wrote about the idea that political speech being shared across these boundaries was necessarily violent (and as such clearly undesirable, as all violence.) edit: this system was removed, I should have mentioned, although I'm not sure it substantially changes the design of the overall system at all.
Some of Yarvin's writings are at best eccentric, but as he has not been a part of the project for some time already, I think it's fair for today's contributors to the project to ask you to set aside his intent, or your impressions of it.
I don't want to make any enemies here, but I'm not sure how one can objectively establish that a design is feudal, or what that would mean. I'm going to take a stab at it, as I don't want to simply dismiss your argument out of hand.
Oxford defines feudalism as:
> The dominant social system in medieval Europe, in which the nobility held lands from the Crown in exchange for military service, and vassals were in turn tenants of the nobles, while the peasants (villeins or serfs) were obliged to live on their lord's land and give him homage, labour, and a share of the produce, notionally in exchange for military protection.
If that means: a system where we carve all the land up into /8 and dole them out, then divide those tracts into /16, and further into /24 and /32, and so on, then sure, Urbit is feudal. I think that's as far as the point can stretch, though. Planets are not "beholden" to their stars, as far as I understand it, they are mostly independent entities after the initial bootstrapping process is over. There's no planet tax or military organization, protection, etc.
Did you have a somehow different interpretation that you were trying for?