Because, and the fanatics here love Elite for this, and the wider audience slowly disconnects from it over, someone at FDev refuses to accept there can be any gameplay that isn't structured exactly as it was in the 1984 original. It all has to repetitive actions to raise a Rank of some kind, and is so narrowly understood that we'll get content like Exobiology that adds ridiculous limitations like not being able to sample plants too close to each other to string out the insanely thin content. Someone at FDev honestly thought trying to pick out a 2d bacteria texture on pitch black planets was going to be wonderful... and, terrifyingly, for some of the parasocially far too invested in Elite fanatics, it is.Using already established systems to compliment new ones is a place where Elite struggles. Look at colonization. We have all these other systems already established, fleet carriers, NPC crew, missions, etc and the best thing they came up with was hauling?
Why can't we use our NPC crew and FC to get them to help with the effort so there's a management aspect of it. You can look at the other game play loops and with a little creativity come up with new ways for those systems to improve colonization too. The same goes for on foot gameplay. The more we tie the features together, the more immersive the world is, and the better the game is.
But there's no understanding of how the game appears to people who are coming in fresh or, are veterans but have wider goals they want to achieve. What absolutely hobbled on foot gameplay was two elements in particular. Firstly that it takes the typical FDev "They'll devote their entire lives to this, or play with the Wiki on a second monitor" design to an extreme... Landing at a station, how do you know you're supposed to stand still for a scan, or suddenly everything from ground zero to space is trying to kill you? How do you read the buildings from the cookie cutter exteriors, and even know how to get in? And what to do when in there, where any items are? Get it wrong, flag yourself as accidentally hostile and now you can't locally play the rest of the game as you wished, because you've tanked your reputation.
And what's the point, except... ultimately for materials to do the engineering grind? The reason Odyssey cratered was, apart from the bugs, the shockingly bad performance at launch etc, once people did try and work through the confusing, self-defeating nature of it all, a lot of the player base realised it was all just to raise another Rank, and get the mats to raise the Rank on the gear to do the same old things again and again; except that you could just buy Grade 3 (if you could find it because, a-hah-hah-ha, the third party tools struggled to log where they were, and the Devs added a random stock element to make sure you couldn't easily do it) and G3 was enough to massacre any AI on the ground. So people just... stopped doing that.
What people wanted was to walk around their own ships; maybe treat them as mobile homes they could decorate; or have some sort of light RPG elements. Hey classic Elite fans, imagine having to clear out Trumbles from inside your personalised ship? Imagine the "Personal Narrative" not just being a record of what you've done, but an actual story line you could follow? FDev just doesn't understand, can't code for, or refuses to design for that kind of gamer though.
You saw the same inability to understand what motivates the average gamer with CQC too. PvP in a persistent state MMO is never that popular at the best of times, and people have Open for it if they want it anyway; but what might have tempted people in was being able to use their own, main game ships in a safe (or insurance covered) environment. But who wants to grind almost identical fighter scale ships for hundreds of hours to... what? Unlock a few more load outs for the same fighters? Even when CQC was it's own standalone, it didn't take off, because that kind of minimalist grind doesn't really have a market; for Elite owners, why grind CQC rank when you still need hundreds of hours for the things that likely brought you into the game in the first place?
Elite, counter-intuitively, needs to design more for newbies and less elitist/obsessive players and give a much wider type of content.