I'm not disagreeing with you exactly, but Frontier: Elite 2 had procedurally generated TOWNS:
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While (according to the devs) ED:Horizon's surface bases are all hand-made, and therefore all bases of a particular size will be identical (which I find disappointing). I can only hope they'll improve things later, to be a little more varied (it shouldn't be that difficult if a 20 year old game running on a 7MHz processor could do it).
I also hope they add (temporary) SRV tracks at some point.
See how simple that town is? If this was the result they were going for in ED, we would get exactly that. This is nothing, I probably can figure it out in a week and I'm not even a programmer.
The problem is, the more rules you have regarding to generation, the more limiting they will be for you. What I mean is, surface bases have to be open to interaction without obstacles. They have to be structured in such a way to enable a working no fire zone and also the raid features the devs are proudly speaking of.
Every decision in any industry, be it a video game or a chocolate bar is a series of compromises. You simple cannot have everything at once.
All I'm saying is, claiming graphics are bad and the scenery is repetitive in a game does not take into account any reason why that is so. This is actually extremely important because some compromises make the game what it is. In a previous post I called some decisions by other developers 'sacrifices'. One member did not agree with me. They think they are not sacrifices but design decisions. Apparently better ones because they think those games are handling things better than ED does.
This is where my frustration comes in. All those different design decisions would make this game something other than ED.
It all comes down to 1:1 scale, fully connected, massively multiplayer galaxy. This is the design decision we are having all these conversations over. The sole reason for all the problems people voice ad nauseam. Any other decision though would render this game a totally different game.