I've stated multiple times that I don't think Elite: Dangerous is a Sim. It's a spaceship game pasted on-top of a Stellar Forged galaxy and BGS. Adding more features to make the spaceship game more convenient and less of a time-sink to play is a plus in my book. I do care about realism in a Sim, but Elite: Dangerous is no Sim.
I understand that some people do consider Elite: Dangerous to be a Sim, and features that make a better spaceship game don't make sense from a Sim standpoint.
In short, this is why I don't consider Elite: Dangerous to be a Sim.
1. The flight mechanics and no g-forces
2. No fatigue, food, water, rent, taxes, licensing, ship degradation/maintenance
3. Instant load/unload, repair, outfitting, refueling, teleport after 'death', ship replication, instant module modifications
4. Rubberband economy, no macro-consequences
5: On the fly synthesizing, and finally, a materials 'bag of holding'
And before 'But, BGS stands for Back Ground Simulation!' I can only say, "Senator, I served with Jack Kennedy. I knew Jack Kennedy. Jack Kennedy was a friend of mine. Senator, you're no Jack Kennedy."
Is the point really being a sim or being tailored towards a sim?
I think it is as simple as this:
Adding the feature in the current planned iteration
does nothing to enrich the galaxy.
It is a choice of convenience,
it does not enrich the interaction with NPCs,
factions and the like.
It does not help you to improve on your story,
it simply makes getting a ship from point A to B
more convenient.
The demanded convenience will be there,
regardless of using time or not.
But the latter opens up options of enriching the experience
by simulating the process and outcome via ingame means
(corporations, NPC pilots and the like).
While the first just makes the game more accessible.