Yes just a few

And a bit of mining as well
Why does a system that does not comply to your ideas be classified as
??????
The fact you liked
Ian's post above suggests you actually don't disagree with my stance here.
What makes a system a weird edge-case is when it's a reductive situation in what's meant to be a procedural system.
Pick a random, central system in the bubble. A thriving system, billions in population, and surrounded by other systems with many billions more. When you go to the mission board, you might see two dozen delivery jobs, and the most you'll find to any one destination is maybe two or three, and it'll create a dozen different flavours and types of mission. That's the BGS at work, creating a variety of different activities to simulate a "living, dynamic world".
Then go to a small extraction outpost of just a thousand people... the only neighbour for 20Ly being another industrial colony of a thousand odd. You'd expect to only find a couple odd jobs. Nope. Because this is a reductive situation, instead of two or three missions to deliver to that neighbouring system... it'll be the two dozen that are
meant to be spread over multiple different destinations, but because there's only one option, it's all to that one destination.
In terms of min-maxing, these are the gold-mines because you can stack dozens of missions to the one location... but the problem is this: It's not driven by economic boom/investment. It's not driven by opportunistic situations created by the BGS. It's simply because you've reduced the available options for an otherwise random choice down to 1. And so all the BGS can do is create a homogenous mission board, lacking in the variation that's meant to occur.
It's the same for massacre missions
using tools like this. Having a host of "massacre pirate" missions all targeting the one faction in the one system isn't based on pirate activity, security situation or other factors. It's based on the fact there's only one choice to target when generating pirate massacres.
These are
meant to be dynamic, procedural activities. But due to flaws in the design, they're homogenous and static. That's not what a procedural system is meant to do.
It also doesn't make sense logically. The best bounty hunting should be in the locations where piracy is rife, lockdowns are common and commercial pockets are deep and rich. But it's not, it's where there's literally the least-dense pirate population. The best places to ship minerals should be where a a single extraction system has a dozen different industrial neighbours who are all in desperate need for that one supply to pick them. But it's not... it's the small, lone high-tech system of 1,000 people surrounded by dozens of extraction economies in an overly-saturated market.
In short, a procedural system is meant to create "bound randomness"... but if that randomness is bound so tight it means it's actually not random anymore... then it's not a procedural system anymore.
These are the systems Ian describes as boring, they're all weird edge-cases which create the situations i've described above... which favour specific, stackable activities which all support or detract a particular faction, and prevent generation of other missions.
Why should they care? If it makes people happy with the feature, why not?
And I don't think it will make people happy, bluntly. Maybe a small handful, but not many.