I suppose that's true but when you look at this game versus the Factor 5 games or even the TIE Fighter series it's similar and different at the same time. The control scheme in this has similarities to both of those types of games but it's still quite different. It doesn't have the simplicity of a Factor 5 game but it's still very different than the TIE Fighter series. So in a sense it is original because it's a space combat game with a unique control system. But on the other hand it's a known genre so the comparison to Rogue Squadron, TIE Fighter, and the Ep III game are easy to do. It's a mish mash of all the games in the genre and it picks and chooses elements of each that it likes. It's easy to say that X-Wing,TIE Fighter, Rogue Squadron, and the likes are all the same game and none of them are that original.
Though the real factor is that the design of the engine is more important than the game I was implementing. It's fairly flexible so that I can go back and implement different games with ease. I spent the most time on setting up the camera system, enemy system, weapon system, 3d->2d projection system for explosions and HUD components. My goal for the game was to make a somewhat flexible engine from scratch and then implement games in it.
I think the attractiveness in ports is that you can spend more time on honing your programming skills and knowledge than on your game designer knowledge. It takes a lot to create and implement new ideas. I plan to make an original style space combat game using the star wars assets. Only I know that it will take me a looong time to do it. By choosing a known genre and very simple game requirments (simple 1 on X combat) I had a very completeable goal. This game has a lot of components just to get it to the stage where it can display a 3d model. I had to pick reasonable limits on what the game would be to get anything done for the Neoflash contest. The point of the neoflash contest is to show off a game not an engine and most of my development time has been on the engine. Things like model managment, dynamic texture management, and memory management are a pretty huge component of a 3d game. Add in collision detection, 3d->2d projections, weapons systems, and the like and it's a pretty large beast.
I hope that explains the desire for ports or remakes. It lets you spend time on learning your skills before you add yet another layer to the development process. I'm of the oppisite opinion to you. I have no problem with people making games based on other peoples ideas as long as their goal is to make a professional and fully functional game as a learning tool. It's much easier to reach a goal of completing a game (and many people start and never finish a game) even if it's other peoples ideas. Oh, and it should be fun.

If that happens, it doesn't matter what game it is!