Even assuming that all modules will somehow be equal (which they will not be), then there is still the ability to put money in the game to get ships, etc. Or are you arguing that someone who has pledged for an Idris will not have an advantage once they start over someone who only has an Aurora?
There is no end-game, so there is no "winning," but money will definitely put people ahead of others who haven't put it in, provided the money people are also playing the same amount of time. Basically, someone who players 100 hours and has put in $1000 will have better gear, more ships, etc than someone who has put in 100 hours and no money.
Why are You assuming things like same playtime, same ships, same fitting, same conditions. Its completely theoretical, it has nothing to do with real game, thats what i'm trying to say.
There will be people who are more skilled, there will be people who play more, there will be people who are better fitted for a fight, there will be people who play smart and make ambushes or use tricks to win, etc.
People had more ISK, they had more ships than me EVE and i still manage to get almost 96% isk efficiency in PVP, without buying ships for real money.
http://www.bu-fu.org/kb/?a=pilot_detail&plt_id=40833
Buying more ships or more modules does not give You advantage in fight, only faster recovery from losses
Having better starting ship is irrelevant, its like saying that its unfair for people who start weeks or months after Star Citizen release.
Also Chris Roberts already said that with skill You can kill anyone even with Aurora.
Comparing starting point to other starting point is pointless, because almost every activity in a game will yield You some profits, so no matter what You will do, You will gain credits and additionally in safer systems matchmaking will put You with AI/Players on Your experience and ship 'levels'.
Let me write You down what can You do in combat and why skill, not modules, matter almost entirely.
You can take damage from environments collisions.
You can take damage to subsystems.
You can overheat Your modules.
You can hack enemies subsystems
You can avoid detection with better management of Your waves signatures.
You manage all system by Yourself, so flight skill and resource management matters the most.
And if this game has resemblance as EVE, the information will be very powerful tool.
Now on the other hand You have different tiers of subsystems and equipment, for example
Tier 1 shield has 500 capacity and 10 second recharge time
Tier 3 shield has 1500 capacity and 20 second recharge
This how the system will work in Star Citizen, any of those modules are better from statistics standpoint, they just work differently, so they force different playstyles.
Combat will be based completely around flying and modules, and resource management skills, not dice and rolls of stats.