I wouldn't say genre leading, not when it's using hard coding for inventory spacing, as well as other aspects of the game and using Open GL.
The original premise gave some form of excitement when I first heard of it, but then it's eventual release managed to turn that into disappointment, which even with the current line of updates, I still feel with this game.
For years I've watched other indie games reach a complete form and then leaving ea, while also polishing up their products, and I've at times felt like they did a good job, but with NMS I felt like it was a lie from the start, but eventually after 2 years after it's initial release, it managed to come close to what it was trying to sell us 2 years prior.
Ultimately, like with all survival games out there, I eventually find out that whatever each game has to offer, is made pointless, because the most common theme and core aspect of all these open world generated survival games have is exploration and not much else. What I'm really looking for in terms of evolution for open world survival games is for them to contain more meaning to what they present, more content that has a reason to exist, other than just to sell you items and go "hello", while giving you the same kind of repetitive quest. The problem with wanting that, is that the world can no longer be self generating, because that can only get you so far, and it isn't anywhere close to being skin deep in terms of story and rich detail, which is why I look forward to games that take years to craft (looking at SC for one example) and show off their detailed worlds and stories they have to tell (which are rare and few in number for that genre anyway).
In the end I find NMS to being "alright", but still in need of performance patches, more content that makes better use of giving us more of a reason to explore, and less of a focus on simply becoming the librarian of the universe. That said, other indie devs need to learn to never pull a NMS again, and certainly never team up with one of the big 3 for such a release.