I reckon if you told people in 1990 that in seven years time the dominant controller would feature TWO joysticks, they would laugh at you.
But look what happened...
This is no different.
Technology evolves. All of it. Including consoles.
Y'know, I don't quite know how to respond to that... Other than to say it's sheer lunacy (refuted by history and decades of how people interface with technology) to try to see keys'n'mouse as some kind of evolved form of control for consoles (if that's ultimately what you are trying to claim). They are different, suiting different cultures of gaming, different genres, different habits, and so on.
I was using keys'n'mouse (and joysticks, and a joypad - all on the same system) well before thumbsticks got added to joypads, but have barely touched a keyboard (the direct descendant of the typewriter and word processor) in a gaming context since the PS1 appeared and I switched to modern consoles. Should I feel the need to play games best suited to mouse control (e.g. RTS's, twitch shooters, fiddly MMO's - genres I have no affection for) then I will either add a gaming PC to the mix, or leave console culture behind.
Something certain rather blinkered gamers completely overlook is that actual superiority of input
doesn't matter to most people. The split-seconds saved and the few percentage point increases in mouse precision don't necessarily or objectively improve someone's enjoyment of a product (especially when that product's designed with pads in mind). It is a culture of interface and design, serving very different priorities.
Interface informs design, and one of this medium's unique qualities is how diverse its input (joypads, arcade sticks, race wheels, flight sticks, mouse, etc) can be - ergo how diverse the art/entertainment can be (technical 2D fighters, race/flight sims, spreadsheets-dressed-up-as-games for K&M - EVE says hello! - twitch shooters, etc). The genius of the joypad - ever since it first appeared and became popular - is how it can merge comfort/ease-of-use with being good enough for an incredibly wide range of genres and design styles. Unless an alternative comes along that's as convenient/easy to use and as suitable for a vast range of games, pads will never fall out of favour, certainly not whilst gaming so mass market and mainstream.
As for me personally and Elite; I adore the HOTAS, as it's obviously the most objectively 'immersive/realistic' means of input you could ever use for this game. But I hate that rubbish little digital thumbstick (gone is my analogue headlook), and navigating menus and especially the galaxy map is a complete nuisance compared to the pad. I'd love to just be able to pick up the pad when I dock/land, and be able to then use the pad seamlessly to deal with menus, outfitting, and some navigation.
In lieu of that I would greatly appreciate keyboard binds to augment HOTAS input (methinks I'd make spacebar deploy landing gear. I still have it shift-bound to the boost button... ), but I somehow doubt FDev will ever bother to try to implement such a potentially complicated approach to binds, especially on console where most gamers would still be sticking to pads or maybe the HOTAS, with no room or desire for keyboard inputs.