Not necessarily wrong, but... complicated...
So, other than the whole no-multisampling-antialiasing-(MSAA)-with-deferred-rendering thing, which just about all modern graphics engines are subject to, I suspect much of the aliasing we see in Elite Dangerous, whose edges tend to not only come out jaggy, but jaggy and non-contiguous, is: "specular aliasing", which is something you get on fancy modern shiny and reflective materials, especially ones with a lot of fine detail, like grilles and such. Looks to me like the game has a lot of those types of materials -- it's the whole PBR (Physically Based Rendering) thing.
Say you've got a normal map that turns a single rectangle on the floor into fine latticework -- just a reflective metal wire mesh whose gaps you can see through. Here the normals do not only determine the wire shape for the shading, so that it comes out looking round, and not just a flat plane, but also for the mapping of an environment map that reflects in the shiny wire, and which will also come at some sort of limiting resolution.
You end up with aliasing compounding with aliasing, as you sample a texel from the normal map, which determines the angle you need to sample a second texel from the environment cubemap. Since it is textures interacting dynamically wiith one another, you can not simply bake the result down into a prepared static texture, and you can not afford unlimited texture filtering whilst rendering the frame in real time.
If you google around, you will find various clever solutions to the problem, but not necessarily a simple general fix, that takes care of every case in a game with a single automating press of a button.