I think there's three big differences, though:
1) A proper economic-management / city-builder / 4X game has an interface designed for doing mass operations and comparisons - things like multiple windows and subwindows, menus, mouse control, overviews, alerts, etc. You can collate and focus on the information important to you. In Elite Dangerous that view space is largely taken up by flying the spaceship, and the interfaces are optimised for joystick/controller (and at the very least have to work with one) while being readable at the lowish resolutions of VR.
2) Most of these games do have tutorials and also campaigns with carefully done difficulty curves, which gradually introduce all the aspects. In Elite Dangerous, sure, they could do a tutorial or two about how the mission system or economy worked ... but then you'd basically be thrown into highly competitive multiplayer.
3) It doesn't matter too much if an edge case or two gets left in a single player game - if you can bring down an economy by building three shoe shops too close together, it would be a bit strange but people would quickly learn not to do that. In Elite Dangerous people would be building shoe shops all over the place. See for example the mess that Planet Zoo's multiplayer economy has ended up in.
If Frontier released an economic/fleet management game set in the Elite universe, I'd probably buy a copy. But I don't think bolting it on to a spaceflight game will work. (It probably depends if you liked the X series or not, and I didn't)
See i was just going to say i love the x rebirth tutorial. As cheezy and bgrade as it is, its really does the job of introducing the game systems and the lore. It disguises so badly that the campaign is the tutorial, they didn't even try. But i really like that model. I enjoyed it and appreciated the introduction into basically all the game systems from playing it.
I think all your points are valid, but definitely in the scope of a more brave or flexible developer if frontier were up to the challenge. You can't say much for not even trying. Then actually bothering to look at the player metrics when they haven't told the mainstream its there and how to use it. There's no way elites development hasn't been bent by this pattern thinking about it.. at the very least in terms of disabiling or trivialising progression instead of even a one liner saying this is what they intended and letting the community do the rest.
Anyway, this was interesting back in 2016, this boat has probably long sailed. Will be curious on how they approach space legs. Guess they're trying with tutorials, so that's probably it. Hope they get the balance right.