I agree with the guy somewhere above who says it's a psychological factor.
Essentially, what I think is happening is that the AA is working fine, it's just that there's so much rectilinearity in the game (compared to your average game that has big blocks of colour, rounded organic contours, and rarer rectilinearity) especially in stations, that the kludgy nature of AA in general is shown up more and there's more shimmering effect all over the place. Really the only solution to it would be to have two beastly graphics cards in a beastly computer, run the game at the highest possible resolution AND have SSAA (the best but most computationally expensive form of AA) on top of that. (But we'll all probably have access to something equivalent a few years down the road

)
It's not a perfect process folks, in none of its versions (FXAA is computationally cheap but awful, MSAA is decent but computationally expensive, SSAA is quite good but
ridiculously computationally expensive, SMAA is a good all-round compromise in that it's nearly as cheap as FXAA, but much less blurry, but it's still not quite as good as either MSAA or SSAA). The only AA that really gets rid of "shimmering" to any great degree is Nvidia's TXAA and that has to be specially supported, and is still a little blurry like FXAA/SMAA).
Bear in mind, nobody's seen space sims for years, nobody's seen a working game space sim for years with modern graphics, and the older "classics" were either pixellated anyway or graphically simpler, so it's a new phenomenon - I think it just happens to be showing up the poverty of most AA solutions.
But not to worry, as I said, the hardware will improve anyway, and eventually SSAA will have an unnoticeable effect on framerate.