Elite's P2P stability rests on the player's network configuration to a great extent (router, firewall and in-game network options). I didn't have any issues because I did my homework time ago. You can find how to set up your system properly if you investigate a little.
The problem is that FD is not willing to share clearly and openly how to configure your network for Elite to work seamlessly. And I understand why. Most people would just freak out if they read they need to customize their router settings, if they read about concepts like ports, UDP and firewall exceptions. And many of them would simply screw it so badly they would end up losing their internet connection altogether, blaming FD for their config guidelines, of course. FD would be dealing with hundreds of CS tickets for that reason alone.
Every single MP game would benefit from such guidelines, but I don't know a single developer that provides open and clear steps on how to tweak your system. They simply don't trust the majority of their players would be willing / able to follow mildly complex instructions like that.
I've played a lot of MMO's,and before that I even ran my own little "Dungeon Siege" server and I've never had to mess with my network settings to get a stable connection. Fact of the matter is that the P2P protocol was never meant to created stable lasting connections, it was meant to ensure a steady stream of data by switching between available connections. As far as the P2P protocol is concerned it's not important where the data comes from as long as all the packets arrive at their destination.
Unfortunately, with multi player, it does matter where that data comes from and that is where it all breaks down. The architecture they've chosen is unsuitable and while it can work, it is going to be bloody hard to get it to work reliably if that is even possible. From what I've heard every game that's using P2P is have serious problems with their multi-player and I can't help but wonder if it really is cheaper to run.
Of course if FD were to switch to a sever-client based networking model it might be difficult, if not impossible, to maintain Solo and Private groups so...
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They are also pay to win.
Er, some of them are, quite a lot of them are not and I have actually played quite a few of the better ones.