We need a reality check on the designs. I know what you're saying. The perception that two seats sells things. But as these things grow they become unruly. I learned this years ago, with the guys I worked with from Hiller.
They built the Hiller flying platform, which is a stunning machine. As a one man machine it worked great. I met the test pilot. And then the Navy said, well, the guy that flies it needs to have a gun. And he needs to have a hundred bullets, and he needs to be able to fly ten miles, and then after he shoots the friendly natives he needs to hurry home ten miles, and he needs to carry 100 pounds of bombs, because I have ten fingers and ten toes, so I think 100 is a good number. And they ended up building a machine that was so big and unruly and carried so many things that the machine couldn't be steered anymore. Imagine a surfboard 10 feet wide.
You end up spiraling out of control. The mission objective changed so much that the genius of the machine couldn't adapt – and public opinion has swayed to think the core machine didn't work. It just didn't work as a weapon, and that's all the customer was willing to buy. When people see enough of these things that don't blossom, their belief becomes "that's impossible." And then developers like me have to spend a lot of additional time unwinding that perception, where in actual fact it's happening all around them and they're just biased to ignore the ones that work.
The flying car I'm building now will have one seat, and can carry extra batteries on the ground. So a person can fly somewhere, land, and then throw another 12 batteries on the back, because once you're on the ground the battery weight is comparatively irrelevant.