This is the kind of thread that gives voice to what we're all thinking--and if we weren't thinking it, we damn sure are now.
Elite Dangerous is one of many games I've played in recent years that have incredible things going for them...but they happen to be wrapped up in terrible design decisions, lackluster content, a horrible business model, or some combination of the three. ED, thankfully, only suffers from the first two or I wouldn't even be here. It's got an absolutely delightful core gameplay skeleton and a whole galaxy of space to play in...but that galaxy is very flat, bland, empty and quite frankly, extremely illogical. BC's right in one thing above all: This game already has the mechanics in place to support stunning depth of gameplay; it just needs to be applied properly. Add some logic, a little more (ahem) elegance in the UI navigation, a healthy dose of common sense (WHY does that damn cruise ship keep bragging to the entire system about it's 1% status? WHO CARES?) and a dash of reactivity and we'd have Star Citizen and No Man's Sky devs crying themselves to sleep while Fdev rakes in ALL TEH PLAYURS.
I have to second (twenty-third? Forty-sixth? Whatever) this string of suggestions; the lack of actual 'flying' is something I hadn't directly identified as a problem before. I'm sure I've noticed, but I just didn't quite snap to it until someone put it into words.
Before all this though, how about we fix external landing pads first? You know, stop turning us around on takeoff since it's pointless due to being able to fly in any direction? Please?