Rep-ed, by the thread's title alone! Yes Elite has its brilliant aspects, but it also has its hair rasing design choices, which do little than to force players to spend unnecessary amounts of time, often due to RNG based designs.
To quote what I wrote on another forum though:
Thing is, in order to make the game world feel alive, some form of RNG has to be present. Ideally with biases, based on variables in the game world. System state, government, location in relation to stellar bodies. But if the dice decide between getting something worthwhile out of it or having wasted time, I would sometimes like to... strap the responsible game designer to a comfy chair and poke them with a soft cushion. For as long as the aggregated time of every single player whose time was wasted due to RNG. Same for pure time waster mechanics (donation grind anyone?). I feel that in case of Elite, the respective designer might not live long enough to see the end of it.
Instead, I would like RNG - wherever it is used - to present the player with nearly equally compelling outcomes. Take the RES "spawn table" of wanted ships. Currenly, some virtual dice decides whether you get ships that are worth a damn or whether you get hordes of Eagles and Sidewinders, which don't pay for . What do you as a player think? "Ohhh, all the high rank pirates are on vacation today. I'll just have to make do with not earning anything worthwhile while bounty hunting in this RES". Has anyone actually thought that? Or have people, once they learned how the game works, simply taken the FSD straight out of the RES just to drop back in moments later and see if the pirate lord's vacation has ended, so they can earn actual credits? Leaving slight issue of pirates with deathwishes seemingly being in abundance in E D's universe out of the equation for a moment, because the whole bounty grinding mechanic is absurd when one would take into account that humans lean towards self preservation.
How about rolling for the "flavor" of the spawned ships and giving each flavor a spawn table that leads to roughly equally worthwhile spawns? You're in an Empire system in war with a federation Faction? The spawned wanted ships are mostly Federation agents! And of course, they're using Dropships, FAS and Corvette's, rather than Clippers and Couriers. You're in some arbitrary High RES? Pirates belonging to a set of pirate factions, each with a bias towards certain ship types, a recognizable unique decal/paintjob, and a bias towards using Egineer'ed weapons with certain effects are spawned.
And voilá. RNG that makes the game world feel more alive and doesn't present you with the choice of getting what you want or having wasted your time.
TL;DR:
Yes to RNG! But please Frontier, sanitize your RNG based design choices before they're introduced to the game. Does the RNG decide between equally compelling paths in the game? Put it it! Does the RNG decide between a compelling option and the player having wasted (a substantial amount of) their time? Please, go back to the drawing board!