And not to be mean, those that don't have the time for playing a career based sandbox game, are probably well advised to look for a more arcade like game.
The problem with that is that the vast majority of players
won't play Elite Dangerous for several hundred hours or more [1], and if they're all advised not to bother to start with that's most of its income gone.
There needs to be the capacity for someone to play the game for 50 or 200 hours - and sure, they probably won't get a fleet carrier, or a fully G5 ship, or see many of the galaxy's sights outside the bubble, or enter a CG, or have a noticeable impact on a Powerplay 2 outcome ... but they should still be able to have plenty of fun
without that and then - mostly! - move on thinking that they got their money's worth, or there will never be any new 1000+ hour players.
I would love it if there were diegetic ways to find out every bit of information one could need to play the game... :7
All of them must have been discovered in-game by
someone the first time.
There's a few things where it depended on a Galnet article which has long-since expired, of course, but nothing I think particularly critical to gameplay as opposed to finding specific POIs.
Though it does of course depend on what sort of ways of discovering information you're looking for and whether you want them to be available before you attempt the task or as a result of attempting it. ED very much inherits from its 80s/90s predecessors [1] that most of the information on bigger-picture stuff as opposed to the base mechanics of flying the ship is something you discover by experiment ... but combines this with consequences much more annoying than the old "you died, reload a save from five minutes ago" for making certain sorts of mistake, which
is a problem.
[1] To tie these two replies together ... ED was very much designed by and for people who
had played the earlier games for thousands of hours. If you've done that and are therefore familiar with all the genre conventions ED is actually pretty straightforward and rather
easier to get started with than its predecessors. But if you're not - and it's almost 30 years since FFE was released, no new players are going to be! - you've got a game which is
massively more complicated than its predecessors in terms of mechanics, combined with the trademark "no hints on what to do next".