The interesting thing for me is to compare it to the previous three games in the series (yes, yes, I know, the "Elite" in the game's name refers to the trade rank, and doesn't imply any resemblance to other games with similar names)However, the guide I have, in the form of the vision Frontier was trying to sell us on before release, does paint a picture of what the game strives to be. I really don't think that risk-free instant gratification was what they had in mind.
Flying around with a Panther Clipper + plasma accelerator in FE2/FFE was pretty risk-free instant gratification. Even a cheap Osprey X was fairly straightforward once you'd figured out how to sit on the six of the incompetent NPCs there (and far more fun to fly, too).
In the original Elite, a fully-equipped Cobra III could cut through waves of enemies in much the same way an engineered FDL or Corvette can do so in a CZ or RES today ... and you also had the energy bomb for a one-use escape route. Took a bit of practice and build-up to get there, but far quicker than unlocking all the engineers needed to get that FDL now.
Elite Dangerous has far more dangerous NPCs than the previous games. A single high-end NPC can be a decent threat to even engineered multiroles, unless the pilot has practised combat a lot ... but in exchange, the game makes it trivial to avoid ever fighting any of them. The Elite/FE2/FFE NPCs were cannon fodder for the most part, but you couldn't get away with not fighting them at all.
It completely changes the feel of the game ... in a way that, yes, probably is good for getting beginners started (learn by dying not being as popular now as it was in the 80s) ... but makes it feel very disjointed later on. "Blaze your own trail" seems to have had "without consequences" appended to it somewhere along the line.