The problem with wall-of-text feedback is that it gets lost in the detail. The problems with ED are a bit more fundamental than that: game design principles at work.
ED consists of four games: combat, trade/missions, mining/crafting, exploration.
Each game consists of a challenge, game rules and reward structure.
Combat challenge: Shoot them before they shoot you. Basic rule: The more skilled the pilot and better the weapons, the tougher the fight. Reward structure: pilot ranking, level-up in offensive weapons, ship (through credits gained from bounties, cargo).
Trade/mission challenge: Make loadsa money. Basic rule: The greater the profit, the greater the challenge/risks. Reward structure: profit, which translates into a level up in defensive weapons, ship, cargo capacity, access through agents to more profitable trade/missions (with greater challenge/risks).
Mining/crafting challenge: Find/craft good stuff. Basic rule: The more valuable the stuff, the harder it is to find/craft. Reward structure: obtaining good stuff, which translates into a level up in weapons, ship, cargo capacity, crafting tools, access to more profitable resource extraction sites (through being better armed and earning tips on locations from agents to which the materials are sold/supplied).
Exploration challenge: Go and travel as far as you can. Basic rule: The further you go, the harder it gets. Reward structure: pilot ranking, distance travelled, systems discovered (which translates into credits which translate into level up in weapons, ship, exploration tools, more profitable exploration missions from agents, and of course the important micro-reward of beautiful vistas seen.
Each game is set in the same universe (environment + narrative), so their game challenges, rules and rewards have to interact logically and fit with the narrative and environment.
Note what wrote in bold: these elements are missing from the game, hence the reward structure in ED is somewhat borked. There are more offensive than defensive weapons; there are almost no specialist mining/crafting or exploration tools. This makes certain activities like combat and trade more profitable and rewarding than mining/crafting and exploration, which creates a lopsided economy* and universe. But also there is a lack of logic in the game rules. There are artificial limits that are not consistent with the basic game rule. There are game rules that are inconsistent with or conflict with other game rules (e.g. how you fuel and maintain the ship vs how you fuel and maintain the SRV).
FD seems to work these things out by committee, and that results in inconsistency and lack of coherence. They need a games designer --which is not the same as a games coder, or a games art designer-- but someone who specialises in game rules and logic.
* This is not a big problem now, but will become one as ED fleshes out its background simulation.