Both of those are single player games, though, which is a pretty commpn comparison here - "single player game XXX does thing better than multiplayer ED: H/O" where a single player game has only, unsurprisingly, the actions of a single player to account for.
Not that I arguing totally in favour of that which Frontier chose to include in ED - much of what others have mentioned viable in other multiplayer games could make our own one a little more 'alaive', I'm sure!
I'm not sure the fact people are comparing single and multiplayer games is necessarily relevant though.
Going back to my old favourite, calculating the price of smuggled goods correctly is an issue independent of whether a game is single player or not. Granted, the issue of sourcing the base price of goods from a remote system is a consideration, at least for that specific issue it's not relevant.
By way of reminder, the issue with smuggling is that Illegal goods incorrectly accrue the -25% price debuff usually applied to Stolen goods. This makes it nigh on impossible to turn a profit. Can you turn a profit? Yes, but it's in the order of less than 1k/tonne, but usually more like -2k/t loss (depending on the good). Before this bug was introduced, you could get 5k/t profit on particular low-volume goods, up to 10k/t profit.
In essence, this means, there's a logic statement somewhere that goes:
Sale price = ($basePrice + $demandEffect + ($isIllegal * $basePrice * 0.1) + ($isStolen * $basePrice * -0.25)) * ($statefulFactors)
... where either $isStolen isincorrectly set to True (1) before evaluation, or the logic is incorrect and the $isStolen condition is evaluating true because $isIllegal is true. Anything more complex than this is, well, unnecessarily complex and poorly implemented.
Either way, these are straightforward issues which simply shouldn't exist in a game as "substantial" as people make out it is. It's the sort of bug I'd
expect to exist in an early access game, or one of these other indy, solo-experience games. That's the risk with big projects, bugs in fundamental mechanics are much further reaching and hold much more impact, and therefore it's
even more important to get it right.