Balance...
I see this all the time in the ED forums and elsewhere; usually because someone is complaining about it being out of whack in ED. I really don't understand that. The only truly balanced game Of the hundreds and hundreds I've played in the 58 years I've been playing games (I'm 67) is CHESS (and even that's not perfectly balanced because the player that moves 1st - white - definitely has the advantage, all things being equal).
How can a game like ED be balanced. To me that means that a sidewinder should be able to take on a 'vette and win all things being equal but player skill.
Then I think. No way - that can't be what those concerned with balance means. Can't be.
Which leads me to the conclusion that when I think balance in ED it has to be something very different from what the typical player all ate up with it thinks it means.
So...
Define balance and what it means in Elite Dangerous.
ASIDE and FWIW: in my opinion true balance would make any game that achieved it boring as h.ell (which is a big reason that I stopped playing chess years ago; though I've recently taken it up again as it is a good way to teach my youngest how to think into the future, to look before he leaps and evaluate all potential consequences of his decision making process - still bores me to tears though)
It's rather simple really.
Balance is what makes sports fun to watch. The outcome is determined by the players and how they use the tools made available to them. Not by what tools they got because they got one sponsor to overtweak their machine and bend the rules and another player didn't.
It's a fundamental flaw of most video gaming to date. I attribute a significant portion of it to Blizzard's success inspite of their extremely lax attitude towards balance in general and the seemingly endless flow of gaming companies willing to try and emulate that.
It's been a problem in just about any multiplayer game there is save for (obviously sports games, and) FPS shooters, where players tend to have equal access to the tools available which in turn aren't designed to be clearly inferior or superior to each other.
It's why I have lost interest in anything made by Wargaming or Blizzard. HotS and World of Tanks hold no interest to me, because I know the outcome isn't determined by the players, beyond the basics of movement and aiming and shooting. It's much more determined by RNG, "meta flavor of the month", power creep imbalances made to sell heroes/tanks, and gold ammo & other such gimmicks.
It's the underlying reason I've lost interest in other games as well: Mechwarrior Online? Ruined by The Quirkening (TM) and artillery/air strike spamming. Popular card games like Hearthstone, Magic the Gathering, Shadowverse, and so on? Ruined by obvious glaring imbalances in card design and thereby pay-to-win netdecking that simply shifts around on each new release without addressing the basic problem.
Some of it is due to a desire to grant players the "power fantasy", whereupon as they progress they can feel themselves growing more powerful, and certainly that's unavoidable in a game like Elite - but it can actually still be balanced properly
if done in a thought-out, formulaic manner that strives to achieve parity and interesting alternatives to explore as opposed to straight up power inflation
Going on a slight tangent here, it's a problem shared by Warframe, whose developer has openly admitted to kicking that can down the road on occasion; their major mistake has been emulating the Mass Effect 1 modding system [which was infamously imbalanced] and then doing nothing about that since, while just adding more and more mods over time. It's created a domino effect of Warframe, weapon, damage type, and enemy balance problems that has resulted in continually negatively received boss encounters that revolve around long periods of full immunity, while any other kind of fight becomes a breezy horde killer in the vein of Dynasty Warriors.