I think it's easy to read a reply to a thread and assume that it's aimed at you. I try to separate the doom vs legit criticism, which I'm aware is based on my own perspectives even if I try to be as objective as possible, but I agree that there is room for critique as nothing is perfect. But it's also ok for some to want to just wax on the good stuff, of which there is plenty in Elite, in a thread such as this, despite the fact that yours and others' criticisms may be valid to a greater or lesser degree.
I played Elite on my C64 and Frontier on my Amiga, and while I am still waiting for the full Frontier experience in Elite Dangerous, I think it's pretty plain to see that if you compare the representation of the ships in Frontier to that of Elite Dangerous, applying the same level of advancement to surroundings, such as cities and terrestrial planets, is inordinately a much greater task, especially considering the raised expectations of it these days. Frontier was pretty state of the art on the Amiga, but that was 1993, nearly 30 years ago. There are other aspects of Elite Dangerous that completely blow Frontier clean out of the water, and I would never trade the two. Elite Dangerous, including Odyssey, is where it is at.
Elite Dangerous for the most part is the game I imagined when I played Frontier, better even. It is still being developed, and hopefully that will continue to encapsulate the development of the big features still to come.
Well, yeah. If you compare ED to the old Elite games then it's leagues ahead of them. However, when you compare it to modern games it starts to struggle.
When I wrote my post I was thinking about things such as Engineering, Superpower Missions, Minor Faction Missions, Planetary Exploration and Power Play.
Take Engineering, which has been mentioned alongside unfair complaints in this thread. I don't understand how anyone can seriously suggest criticism of it is unfair. Engineering is a bog standard crafting system where you're given a material list that you have to go out and harvest. You then return to the engineer and dump those materials into the recipe to complete the synth and get the upgrade.
The process of crafting requires no skill at all, and the process of harvesting materials is based around simple grind loops that present no real challenge. Just a low RNG meaning the materials will take time to obtain, leading to monotonous gameplay. It's a test of your time and patience... padding built around cheap to implement game mechanics and a low win ratio lottery.