The aliasing issues are not going away anytime soon, I expect.
Similarly to Unreal Engine 4 (until very recently), most things in Elite Dangerous use a deferred rendering path within Frontier's "Cobra" engine, and such are apparently not conductive to multisampling antialiasing methods, which is why we're left with hideously blurring post-processing AA options.
Actually I don't have knowledge of whether better AA would help much with the game's rampant specular aliasing, either; That is not a polygon edge matter, but one of environment- and normal maps, their scales, and LODs mipmaps, and interaction between them...
If your machine can take it, I would set SS to 1, for maximum detail, and check what else you might be able to live with sacrificing for performance, instead, making a few choice cuts into that preset -- ambient occlusion, e.g, is a bit of a GPU hog. (You can, in place of the 0.6 undersampling, use one of the cheapest AA options (FXAA and SMAA) to dampen the specular spots a little, if you like)
A recent SteamVR beta introduced a new optimised filtering method, which favoured more averaging of texels when supersampling, but this was changed back to the old one the other day, after many of us complained about blurry output; Aliasing is bad, but too soft is worse, in the eyes of many, myself included -- your mileage may vary, and the devs at Valve are looking into either finding a solution that is both performant and can cater to both tastes, or making it an option which to use. :7
During the time of the beta versions that had the new filtering, corresponding values between SteamVR's supersampling, and Elite's HMD Quality did not produce the same results, for some reason, and favouring the former with, let's say 2, and the latter with 1, looked much better (as in sharper), than the other way around. -I have not tested whether this disparity persists with the latest beta, with the reverted filtering, but you might want to give it a try (I.e: Use SteamVR's renderTargetMultiplier to supersample, and leave both Elite's options at 1.0).
(Funny-ish little anecdote: When giving the extremely unrealistic (even with the newest shiniest graphics card) RenderTargetMultiplier 3.0 and ED SS 2.0 yet another "let's-see-how-this-looks" go, the other day, Elite Dangerous (presumably running out of graphics memory) coughed up the normals buffer in the left eye of my HMD, instead of the composite image -- looked kind of freaky and nicely confirms we're dealing with deferred rendering :7 (EDIT: It looked gorgeous in the eye that got the complete output, though :9))