I totally agree but the issue is with the playerbase having so many different voices, opinions, playing styles etc. What you want for the game might be completely different to what I want. They cant please us all, they can only listen and then decide on the direction they feel is best. That WILL certainly mean a section of the community will be disappointed to and feel like they have not been listened to.
For me it feels like the big problem is that it's trying to be an "open world sandbox game" - and actually it would have a much easier job if it was an "open world game" or a "sandbox game".
The open world people are if you like the "It's called Elite:
Dangerous, not Elite: Harmless" - they want adventure and excitement and danger and challenge, to make them feel like they're a small fish in a big pond trying to make their way. Progress needs to be slow, difficult and feel like an achievement.
The sandbox people are if you like the "It's called
Elite: Dangerous, not SpaceKillers: Dangerous" - they want freedom and experimentation and unusual emergent behaviour and pretty sights and the joy of boosting a T9 past the inside of the Orbis habitation rings, or working out if you can fit a ship with so many shields it can shrug off the big gun on a Majestic-class, or seeing just how many Vipers they can shoot down outside a station. Progress needs to be fast and easy, because the game only really begins once you've got implausible resources to spare.
So to take a simple example: insurance. The open world people think the 5%ish currently charged is way too low - for most ships it's a trivial cost compared with the earning potential of the ship, and it means that ship maintenance and repair costs are ridiculously low (because otherwise you can get your ship repaired more cheaply by self-destructing it, which is clearly wrong). The sandbox people think it's way too high - if you want to do that stunt flying with a T9, you not only need to work for months (or at least weeks, if you do it the really boring way) to afford the ship at all, you then need to do it a whole lot more to replace it every time.
They're both
right about "what Elite is about" - whether they've been playing since release day 1984 or discovered it just this morning - but it's a big challenge to give them both a game that they can enjoy and feel is "heading in the right direction".
(Personally, I think the lack of "reload last save game", "reload save game from three weeks ago", and "edit save game to give yourself 1 billion credits" inevitably make catering to the sandbox preference really difficult, and just giving up on what's left of that approach might make for a better more focused game. That said, stuff like the rumoured "arena mode", if disconnected from the persistent universe and able to fight NPCs as well as players, might be great for this - I know I'd use it to try ships like the Vulture or the T-7 which just don't fit with my style normally)
Edit: obviously both "sandbox" and "open world" people are archetypes and most people are actually at least a bit of both