head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is reads, and it is a single point.

Optimization · Practiced Mastery
Galaxy-spanning space sim about flight and trade.

Optimization · Practiced Mastery
A tower-defense hybrid testing turret placement, economy and hands-on aiming.
Elite Dangerous leans Optimization (Practiced Mastery); Toy Soldiers: War Chest leans Optimization (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Elite Dangerous
Flight controls, docking, combat aim
Toy Soldiers: War Chest
Manning turrets adds aim and reaction demands
Toy Soldiers: War Chest leans a little harder on reads, though the gap is small.
Elite Dangerous
Light PvP reads, mostly PvE
Toy Soldiers: War Chest
Enemy waves scripted; multiplayer adds some prediction
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Elite Dangerous
Procedural galaxy, mission variance
Toy Soldiers: War Chest
Wave variety and unit outcomes add modest randomness
Elite Dangerous leans a little harder on optimization, though the gap is small.
Elite Dangerous
Ship build, trade routes, engineering grind
Toy Soldiers: War Chest
Turret placement, upgrades and economy drive defense
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.