the mockery or not of CG aside (because that's probably another topic as there are lots of things that makes community goals a mockery and have little to do with networking performance), there is probably little that FD can do about this again for three reasons.
1. P2P means arbitration over who shot who or who is where and who gets corrected has no neutral middle-man.
2. There is no hard limit on how crappy an internet connection can be in a given shared instance. So a bunch of players with decent connections will get their experience crapped on because Johnny Lets-play-Elite-over-a-cell-phone-tether-on-2g-in-the-middle-of-the-Australian-Outback wants to play and FD just lets him and his 1500ms latency on with everyone else.
3. The more people you share an instance with, the more nodes you have to send data and receive data from. How FD has decided to handle figuring out who did what when every client is sending updates at different latencies makes for a non-uniform gameplay experience. For instance, it seems like if you start shooting an npc ship, the time since your last shot determines if you are the arbitrator of the position and simulation state of that ship or if the next cmdr to shoot it is. This combined with the #2 is the source to a lot of rubber-banding of ships in CZ's I believe.