This is a subject that interests me as I actually have created landscapes for a games company many years ago. I did something with some basic PG to create snow features.
I simply have no idea how "complex" SC's PG is beyond the handcrafted stuff, because you can't see what is PG in the video. I assume that the height map and mountains are.
With ED, because it's available for me to use there is some variations in "rules" which generate certain features and textures. Planets have different textures, impact craters and tectonic features. Nothing quite like that is evident in the SC planetary stuff I've seen yet. The textures look fine, but so far because they've only really shown a very similar textures on planets I'm assuming they are hand crafted to look like earth terrain. The rock features are placed as they demonstrated in the (very interesting) video. So as far as the PG tech goes, I just don't know if it's more complex because they haven't shown us enough variation and it's not on my machine to play with.
At the end of the day, SC's PG is being used like a "fill with texture" feature in a paint package. It's being used to blast a vast area with land stuff and then the artists are going in and adjusting it. Nothing wrong with that for a serviceable game world size, what remains to be seen is how practical this approach is, my thought is we'll have some very nice high detailed areas - but lots of filled desert areas in between.