What's inconvenient to the devs is ulitimately the incompatibility of the networking model with the core game design.
We could have ED's populist biplane handling, with proper relative time, no mechanical speed limits and all three laws of motion respected, configurable flight assists, and multiplayer. It is technically possible to consolidate the best aspects of all the previous games, and design the 'fun' around the realities of the gameworld, rather than the other way around.
This whole project stepped off the precipice into a trap of its own making, the moment a concensus was reached that it was better to bend the game concept to the MP limitations, than vice versa, and the 'community' (fledgling that most of it was) was near-unanimous in supporting this compromised direction of development.
Predictably, the same community has lapsed into howls of discontent at every further design decision falling out of the "compromise everything!" ethos they themselves conceded to.
Multiplayer FE2, with configurable flight assists for the controlling handling envelopes.. THAT's the game everyone would really enjoy. 100 billion stars is plenty, the galactic plane is much thinner, it could be a fictional dwarf galaxy or perhaps an outer wisp of the Milky Way, whatever... FD's and Braben's priorities regarding the fun in realism are back to front - the real fun to be had in high-energy interstellar spaceflight is all based around velocity and time management. ED's pew-pew sitting on top of that base game would see far greater success, IMO..
We let it happen. We lowered the bar, gave our consent, nay, encouragement, and as you reap, so may you sow...