Yeah... I would have preferred if I the mouse had worked properly in the galmap, myself. There is no technical reason the mouse pointer plane mismatch couldn't have been fixed, but like with so many other issues (both VR and otherwise) we have seen no indication of will to do so, from those who could.
I do have my stick controls configured to my own taste, and am perfectly proficient in its use, to traverse the map, but, for the purpose, it
is a very clunky and slow mode of operation, compared to what you can do with (
motion-proportional) mouse input.
And this is of course exacerbated by endless irritation with the new UI... The old one was imperfect in many ways, but it did have several UI paradigms which I were
actively appreciating, and would have liked to seen improved upon. Instead they were summarily thrown in the bin.
This is not just an Elite: Dangerous thing, mind you: The mobile-phone-isation of non-mobile-phone UIs has been a plague on web sites, and on computer software that will never be on a mobile phone, for years -- The full-screen static layout, the huge fonts and pointless full-screen pictures, whitespace all the way to the horizon, large thumb-target-friendly unlabelled icons far away from where on the screen you are operating, and in what little screen real estate remains, the actual information has to be heavily abridged to fit, and tables become these gaudy things with cells containing multiple lines that mix fonts sizes - again in order to make them tall enough to become thumb-press-friendly, fitting five items in the same space that used to fit thirty, with a proper rows-and-columns table.
These sorts of layouts
are like that for a perfectly good reason -- they need to be like that to be comfortably readable and manipulable on a tiny touchscreen, but when transposed anywhere else, they are pure bling over substance, and just about forces you to triple the distance you sit from the monitor, to prevent whiplash injury.
(Sorry - pet peeve.
)