Sure, but how many of them do you need? A single T1 industrial outpost can supply the entire industrial product needs for multiple simultaneous colonisation projects, or provide plenty of exports to import into stations you want to improve the BGS states of.
If you do want to build an industrial market, it's great - stick it on an ice world and get an instant boost to industrial production and consumption.
If you want to build any other sort of market, it's terrible - previously you could stick down a Colony port, add a few matching influence buildings, and get the economy you wanted. Now if you do that, the icy industrial influence will mean that anything your port produces that's consumed by Industrial (which is most exports of most other economies, apart from Extraction) is likely to get internally consumed by the Industrial component before it gets as far as the public market.
In many respects, it's a good way of doing things:
- it makes the planets available in a system matter for more than just their slot count - now you have to consider what sort of economies the system will actually support and build accordingly, while making "one stop shop" systems capable of producing everything a lot more difficult to find.
- it makes non-landable planets a lot more useful
- it reduces the number of constructions needed to get certain types of economic output
The catch, of course, is that it will break the economic production of a very substantial number of existing stations.
Now, of course, every player accepts that this is Beta, things might change, it's not worth committing time to systems at this stage if the end result matters. But it's still a pretty big change to throw in without advance notice (or, so far, retrospective notice) after a month and give everyone "bug or feature?" questions.