I find myself spending hours trying to roll planets with pink plants and wild herds of mechagodzilla. Then I often stop playing halfway through when the industrial machine snowballs and the game changes from a thoughtful, slower post-apocalyptic 4x to more of an intense traditional wargame where I'm churning out tank divisions nonstop. I like to play SE as a survival game on the highest difficulties and like the exotic scenarios and meaningful decisions in the early game a lot. These are some modules I dream of for world generation that IMHO would help players unlock more of the game's potential easily, and stretch out the early game vibes for those of us who prefer that a bit
Low resources - Due to extensive mining and/or bad luck, this planet's near-surface deposits of resources like metal, oil and rares are totally depleted or nonexistent. There may still be significant deposits present in ruins, or deep in the planet's core.
Megafauna - Animal life on this planet is in the midst of a longterm selection process for gigantism. The average size of any alien life present is likely to be very high.
Exotic flora - Solar/atmospheric conditions have given rise to plant life that is radically different from that on earth. Much higher chance of toxic and strange-colored (pink, blue etc) plants.