If your familiar with the development of the original Elite, then you'll know that they pitched Elite to various publishers and it was rejected because it didn't follow the mainstream curve of the day.
Thirty years later we are talking about a sequel, where the developer didn't even bother pitching it to publisher (afaik), just based on the legendary status of Elite, Elite: Dangerous wouldn't of been a hard sell!
Instead they gave the crying out fans, the power to back them to create a game they want to make, we understood our role.
I'm in the DDF and the whole experience has been very good, the topics aren't just 'what colour do we paint the cabin quarters', they are much more fundamental mechanics and Frontier have often given valid reasons for the design decisions they are making...
...but they also listen to the community, 'Supercruise' was a great solution to a difficult problem, basically the original plan was PoI to PoI flight, which doesn't give the feeling of open explorable space but you also don't have the 'Star Dreamer' (fast travel) option for an massively multi-tiered online game running in real time.
Which is completely different from what RSI's majority rule is, if the majority want teleportation to a friends hangar... then thats what they'll get (RSI said so, can't go back on that now), sure it will break immersion and make it CoD in space but who cares the majority have their way.
And there lies the problem, SC's success may also be it's downfall...