Believe it or not but response time between a few players can be actually better with P2P, because it's a direct connection between the player's machines. Otherwise each manoeuvre, each shot and each touch to another ship would require an additional stage - the central server.
true but only half of the story. these peers don't need to exchange only in pairs, but need to share every event with every other peer. this traffic is actually a huge redundancy (for the client) compared to a client server model where each peer just transmits it's own actions and receives aggregated status updates. the thing to note here is that this redundancy is taxing every peer's connection which is the limiting factor, that's bad, plus the problem is exponential with number of peers. sure, you get away with a raspberry pi server, but there is a much lower hard cap on the global experience.
the other disadvantage is that you have no opportunity to balance and ease latency differences since peers talk directly between them. and a mp game is not a file sharing network, it has players fighting for their lives so it has to maintain a consistent state in real time properly processing events, hopefully in order, and it also has to give a fair opportunity to each peer. it can become dauntingly complex to do that just across peers without an arbiter, not to mention that you have to assume from the start that every peer might be compromised, and a portion of them actually will be.
so there are no pure p2p games and ed definitely has servers, it's just about knowing how much of the action goes through them. i'm curious, really. i guess they went for the minimum barely necessary, offloading everything possible to the peers. this is something they tweaked in the beta (although we don't know what, exactly, i assume it was optimization of peer traffic) and i saw some crazy bugs being reported that evidenced loss of state info in many situations, which was worrying, but seems they fixed it on release (or rolled back?).
there's much fuzz about p2p, it's just a technique, never used pure and it depends a lot on the use case and implementation. the biggest advantages of p2p are resillience, decentralization and anonymity. none of them are particular relevant for a game like ed, actually. so i'd say the reasons are economical, or at least were at the moment (maybe back then they were too scared or uncertain about necessary provisions). i think it is actually a handicap for the game, wonder if they would like to change that if they could.