You tell me why they shouldn't have any hand crafted areas beyond your fears it will reduce their work on PG?
CIG seem to think PG is a rude word and go to all sorts of great lengths to avoid mentioning it. The latest Approved Term is Algorithm. They slather it all over the place of PG despite meaning (in practical terms of game design) the exact same thing.
However, they are also stuck with Genuine Roberts Vision of Handcrafted-Is-Better - and hampered by his promises of such. That's why in so many of the dev videos we have this wonderfully convoluted chimera of handcrafted assets being lovingly hand-assembled by algorithm and then tweaked by hand again before the algorithms turn it into something unique and designed by human artists?!?!?!
It's just immensely convoluted, yet when they demonstrated the tools at work for building these environments, it was all handcrafted - their algorithms seemed mainly tuned to the variation of size, positioning and density of the asset folio to be applied by hand. They didn't even seem particularly diverse, as there were oodles of repetitions even within a relatively "small" build area. Granted, people will see patterns in pretty much anything, but the segment where they built the outpost for the Space Lobsters really seemed to demonstrate these limitations.