I disagree with cmdr Marx. FSS is not a minigame, IMO. Any game is based on the concept that the player can win or lose.
Now that's a good point. It is debatable though, subject to how you define what games are. If we go with your definition and say that any game is based on the concept that the player can win or lose, then quite a lot of things are out. Jigsaw puzzles? Can't lose. Plenty of video games have temporary setbacks at worst, but no permanent game over screen either. Even in Elite, there's no possibility of losing
all your progress. I assume that we agree that Elite in the very least is a game.
Instead, for the sake of the argument, let's say that a game has to have the possibility of failure, so a mini-game too. It can be argued that the FSS still has that, if you set the barcode to the wrong location, or click the wrong location - "adaptive zoom failed". Of course, then what actually comes to fore is that while there is the possibility of failure, there are no
consequences for failing - or, more precisely, zero consequences for making mistakes.
This is another part where the comparison with Skyrim's lock-picking mini-game comes up. Over there, you have a consequence for failure: you lose a lockpick, and if you run out of those (unlikely, but the possibility
is there), you can no longer pick the lock.
It's quite intriguing though how the FSS compares to Skyrim's lock-picking, and many of the reasons for complaints about the former can be found there. The frequency of having to do it and the frequency of rewards, too. It would be quite interesting to go into detail on both games' lock-picking mini-games (of course, in Elite's setting, it can't be called that), but to be honest, I don't think it would be very fitting for this thread.
Instead, let's go back to your point. If the FSS is not a mini-game because it can't be failed (or, more precisely, there are zero consequences to making mistakes), then what is it? Well, a time sink.
Although that's quite a pejorative term these days, time sinks aren't inherently bad. Instead, it's just that in most cases, they are inserted and designed poorly. There's actually a Wikipedia article on them, and it has a good quote:
"Implementing time sinks in a video game is a delicate balancing act. Excessive use of time sinks may cause players to stop playing. However, if not enough time sinks are implemented, players may feel the game is too short or too easy, causing them to abandon the game much sooner out of boredom. A number of criteria can be used to evaluate use of time sinks, such as frequency, length, and variety (both of the nature of the time sink and the actions taken to overcome it)."
Honestly, that delicate balancing act didn't work with exploration. Little wonder, since the Chapter Four update was obviously rushed. With a rushed schedule and developers who had no experience with the gameplay (exploration) in question, and not getting good feedback sources in time, plus only asking for public feedback for show (when it was apparently already too late by that time), is it any wonder that this was what we ended up with?
At least, Frontier should do with it what they did with Engineering 1.0.