So Skyrim benefits somewhat from its age, here.
Aside from the already mentioned contrast differences in environments and lighing making artifacts that more prominent, there are two main causes for the aliasing disparity, as far as I can surmise:
* Although the SE-, and consequently VR -versions of Skyrim switched to deferred rendering, just like Elite: Dangerous, their "inherited" vanilla assets remain rather chunky, with relatively low-poly geometry, letting mainly diffuse texturing do the detail work, whereas Elite has a lot of actually modelled thin rods and such. Solid, non-alpha textured surface output is inherently antialiased through mipmapping, whereas geometry is where things become difficult, given (because deferred) you can not have multisampling forms of antialiasing, leaving you with jaggy polygon edges. Different things fare differently well even in Skyrim, with wicker fences seen in the distance being an infamous offender. Skyrim offers temporal antialiasing, which uses information from prior frames (EDIT: ...to retain/fill-in lacking detail). TAA is better than other post-effect antialiasing methods, but comes with its own quirks. (... Also: The Reverb headsets (as well as the Pimax 8kX) are about twice the resolution of the first HTC Vive (from 12-ish pixels per degree, to 22-ish (The "retina" monicker that is bandied about as a minimum-human-capability-like goal to aim for, is 60PPD)) -- that can not but help. :7)
* Elite Dangerous has quite a bit of shiny objects, which both reflect an environment map, and are made to look smoother than their actual geometry-, and/or given thin detail texture -by a normal map, which constitutes a multiply recursive sampling situation, which is infamous for producing so called "specular aliasing". I'd say this is actually a greater problem in ED, than just the polygon edges; It is what gives us those thick bright lines that are not only jagged, but outright broken up. Now, Skyrim too had normal maps and cubemap reflections (...and Fallout 4 kept going and went PBR), but less of it, and typically, again, used in a more "chunky" and less "3D-look, especially-with-dynamic-lighting" manner -- not so much of shiny thin wire gratings, and such; More generous convex hulls.