Like all three of its predecessors, and many games inspired by the Elite series as well, Elite Dangerous has an inverted learning curve compared with a traditional game:
- start out, never having played before, getting your ship to dock is a challenge (or was, before the ADC was fitted by default), even knowing what you should be doing at all is tricky.
- very early game, unlike most other games there's no real difficulty scaling (there is a little bit) or barrier to going somewhere out of your league so you can bite off a lot more than you can chew just through not realising the danger.
- slightly later, reasonable difficulty and challenge as you start to build up your ships, learn how to fly them, get a better understanding of game mechanics.
- very early start of "end game", unlike most other games there's no real difficulty scaling (there is a little bit) or barrier to going somewhere under your league, so once you've got a high-end ship together (which can be very quick if you've read walkthroughs) the game is pretty straightforward from then on. There's no requirement to go to the high-end areas until you've got a ship more than capable of taking them on.
- and it doesn't really change after that
(It's better in this respect than FE2/FFE was, where the curve was utterly broken, and probably comparable to the original Elite in shape but with both more to learn and more "easy strategies" at the end)
Any look at distributions of activity, capability or outcome (CGs, squadron leaderboards, Inara cash distribution, EDSM stats, whatever) shows that the majority of players are beginners and will be climbing the steep part of the learning curve still. The majority of vocal players, however, are unsurprisingly those who have played the game a lot, and are therefore in the shallows at the end of the learning curve.
So it's both too easy and too difficult, and that's probably intrinsic to it being "a bit like Elite". Frontier have rightly been trying to improve the early-game experience: there's less they can do for the late-game experience because no-one has any obligation to go fight Hydras solo in a Freewinder, and increases in the ambient difficulty level would hit beginners much harder than veterans, so would be counterproductive.