I will admit to only skimming though most of this thread, but I would point out a couple things in reference to OP:
First, I agree that supercruise feels a bit weird to me, even after hundreds of hours. That doesn't mean I haven't learned to manipulate the mechanics to their fullest, using gravity braking, the acceleration mechanics to stay away from interdictions, etc, but even while I'm doing it, it feels weird.
Secondly, I think this was clearly FD's way of solving the obvious problem of how you deal with such a range of velocities, from a few m/s in normal flight to hundreds of times the speed of light. They chose a sort of "automatic" solution that dynamically changes the range of your throttle output for any given situation. Personally, I like a bit more manual control. I like to drive a stick IRL, I like flying FA off, etc. In other games, like the Evochron series, the approach is to simply implement a pilot selected range multiplier to determine how "sensitive" throttle adjustments are. Star citizen also tried something like this initially to provide different "classes" of handling, from precision for landing to cruising speed for long travel. Obviously the downside to this is that it puts more pressure on the pilot to correctly control the ship (potentially leading to much frustration with the already sort of steep learning curve).
Although I like those solutions in terms of giving me control, I actually really wish that we could have both, or something like the supercruise equivalent of FA off. I do sometimes really like having the computer handle throttle on approach to a station or body, makes my job easier, just like flight assist, but I'd also really appreciate the ability to turn that interference off when I want or need more manual control. Maybe I am pointing out into the black for 10 min for some 500,000 ls body and don't want to slow down for every planet and station in the way. It would also be absolutely awesome for making chasing and interdicting people in SC much more entertaining. As it is now, there are too many "follow ship in front of me until it reaches half way point to its destination and starts automatically slowing down so I can catch up" moments. Perhaps the quarry would like to avoid be caught up with and try to come into the station really hot (risking overshoot) and perhaps the hunter would like to try to catch the prey quickly without being auto-limited by the mass of the body behind them. It would make supercruise feel much more like piloting because I'd be doing something more intricate and attention demanding than just pointing in a direction and waiting.
So while I agree with others as well that learning to best make use of supercruise as implemented is part of the skill curve in Elite, I think it would be a much more engaging and interesting skill curve to have a more dangerous (i.e. less automatic) version of supercruise.
Note: I also really wish we could just crash into bodies and die, rather than being auto-dropped for safety. Seriously, this was one of my favorite things about Evochron, that an ill-plotted hyperspace jump could land you inside or too close to something and instant death. Always felt like that scene in Star Wars, "Without precise calculations we could fly right through a
star or bounce too close to a supernova." Could make the space life feel a lot more spicy
