I'm going to preface this by saying that the guys at Uberent are just awesome, and please don't take this as criticism, it's just a couple queries/suggestions. Currently all terrain variation in the game is created by boolean terrain objects scattered fairly evenly across a perfect sphere. I know it's a WIP, but I wanted to ask about two things in particular. First, most simply, terrain would look much more dynamic if those objects (mountains and crevasses and so on) were found in clusters, with swaths of smooth terrain in between. Second, I'm pretty sure this is planned already but I thought I'd bring it up. Is the planet editor going to be able to "paint" terrain elevation, so we can have hills and mesas that are truly random and not only pre-modelled? And third, the placement of biomes right now seems a little random (I might say minecrafty) with hard edges between them. Are there going to be transition zones between the biomes?
Re: "painting" terrain elevation, and less uniform terrain You actually play with height range in current Planet Editor. Some examples here: viewtopic.php?p=763765#p763765 There Other topic about elevation and canyons, but I can't find it.
The planet generation system is still a work in progress. It sounds like you are concerned about the quality of planets generated, and we are still concerned about the functionality of the planets. Better planets can be created with more sophisticated algorithms, but we haven't really put much time into that yet. Currently if the planet generator doesn't crash and produces a playable map, I call that a win. When the system is more stable, we will probably look into make the planets qualitatively better.