The FSS mechanic has been purposely designed to make it tedious and time consuming. Strange that you ask, and seems silly to elaborate, but, to make it abundantly clear:
1. No blue blob visual persistence. Even decades old radar has some persistence.
I think that's more of an aesthetic preference, as opposed to a genuine flaw. That being said, pulsing lights
can trigger epilepsy, so I think that effect should have an option to be turned off. That kind of thing, however, is a flaw in ED's
overall visual part of this game's UI design: it isn't customizable at all, not even the colors, in an age where
everyone knows color blind people exist.
2. The pan 360 degrees mechanic is completely unnecessary and purposely slow. (Has 3304 lost point and click?)
I use HOTAS, so I'm accustomed to having a speed limiter to my actions. Of course, playing in VR
also means I can turn my head to see off the "screen" so the speed doesn't feel particularly limiting, especially given the wealth of information presented on the FSS screen.
I also fail to understand why panning should be
completely unnecessary. Do you honestly expect Frontier to project the entire sky around you onto a single screen? What style
map projection do you think they should they use, and why?
3. The key-in-lock (ring within ring line-up) is unnecessarily fiddly/tedious, and was made moreso after an update. (Apparently FDev thought it was too easy. The mind boggles. Is this exploration or tetris?).
This one I'll partially agree with, primarily because sometimes I just want to zoom in a little for better arrow separation,
not resolve a body. There
is a step zoom function to get around that limitation... which I just realized I haven't really played around with all that much. Here's hoping returns have finally died down at work so I can leave at a reasonable time, so I can spend some quality time in the game before I have to start making supper. After supper is going to be fairly busy
again.
That having been said, that "key-in-lock" mechanic, which
can be fiddly if your
sole use of the FSS is to resolve bodies to generate a complete system map, does provide additional information when you use the FSS in other ways. The Waveform Tuner displays information over a fairly wide band, and the "target ring" provides information that can reveal if that particular gravity well is a single planet, a binary+ planet, or a planet with moons.
4. Doesn't tell you the direction of the ecliptic.
I guess this is another instance where my strategy to maximize finding eclipses has other advantages. If I don't immediately see the ecliptic, I know to look up or down. That being said, I've never liked "this way to your target" style indicators. When I see those, I feel like I'm being treated like an eight year old, with no sense of situational awareness.
I could go on. If the FSS had to be arcade (FDev's choice), it still could have been designed with usability in mind, in which case the UI would have been completely different. What we got was FDev's attempt at a mini-game. Unfortunately it also treats us like 8 year olds. There's no logical consistency within the game world. At least in other games, mini-games generally make sense and are internally consistent within their setting, like Skyrim's lock picking.
Yes, I can understand some players like the arcade-ish feel of the FSS mechanic and don't care about context, verisimilitude, or wasting time. But there are plenty who think otherwise, as evidenced by this and many other threads.
Again, this seems to be more a matter of personal preference than a
genuinely flawed UI design. I would prefer a more customizable visual component of the UI in general, though. Options are
always good, even if you don't use them. Frontier has gone above and beyond when it comes to the
input part of the UI. I simply don't understand why they didn't do the same on the
output portion of it.