Immersion versus 'I have just come in from work and want to relax on a session of Elite' are seemingly incompatible. I would love to see a compromise between the two. I have neither the time nor the implication to spend hours sating the 'immersion' needs of people who clearly have way too much time on their hands to burn.
Yeah but 'immersion' isn't irrelevant (actually you could call it consistency) if the game is to have any kind of longevity and this is why you'll hear people squeal .. rightly, because Elite won't do itself any favours in the long run if it sells itself short. So while there are some benefits to being able to play a new feature as easily as possible, if that breaks consistency it won't in the end be worth it. I believe this is why many people try to defend consistency from quick hits, which might be tempting, commercially in the short term.
As it happens I was dead against instant transfer of ships, but I can defintiely live with the multicrew proposal, for two reasons (actually I like it, from the little we know about it so far);
1. The proposal could have been better worded but in the blurb is STATES .. 'only the ship owner can take the helm' and as crew you can only be a gunner or pilot SLF (gunner +). Because you don't have full access, to all ship controls, your experience is relatively limited then, when if it was your ship you could take helm and go where you want,, as crew you're a passenger. Even telepresence, with a quantum entanglement explanation (read up on the EPR Paradox if interested) allows faster than light communication over huge distance but only if packages were small. It would also be difficult to send a lot of information, because you need lots of entangled particles, but it's ok to send small data packs .. so the limitation to 'gunnery inputs only' holds, reasonably well.
2. second reason is yes, because ED is a game. Not because you don't want the game to be consistent though but because you definitely want the development of the game to be. Frontier have to build game architecture while adding playable features in expansion, so even if my lore above pushes it a little bit (and btw. it is, high science, not magic, quantum tunnels have been experimentally verified in labs on Earth already) Frontier also get the benefit of some doubt, for being in progress coding a complex game. Filling in consistency is an important but none-the-less lower priority (so it can come later as long as it comes) than the initial coding that adds to functionality in the first place. You can add a different UI (log in from menu, access crew from mission boards) only once you've got the functionality down in the first place imo.