Everyone should stop dog piling on the planetary tech. The stuff done by the
Magic GermansTM has one fundamental thing going for it. It's the only tech addition I can think of in the game that isn't functionally compromised in some game-breaking way or other
I mean sure you can clip through it with slightly worrying regularity, but I suspect that lies at the door of more structural issues, like the 64-bit positioning. Which seems the likely culprit behind the many, many collision detection issues in the game. And the death multiplications that occur when it intersects with poorly-thought-out systems like the limb damage model. Or other wobbly tech like the physics grid nesting. (Hat tip to Jmp for managing to park a vehicle inside a vehicle there incidentally

)
Link it all up with networking that is less than robust currently, and it's a pratfall paradise.
I do think the planets can look scrubby under certain conditions, but in a way that's totally acceptable for a large scale MMO etc. I reckon if there's an issue at all with it, it's that it doesn't seem to have fulfilled on the 'freeflowing pipelines' that proc gen was supposed to presage. (I'm taking this to be because {A} It's really authored use of proc gen art tools, and not proc gen in the more systemic sense. So each product requires authoring time, not the big time investment then
massive rollout payoff you'd see with classic PG. And {B} It's filling up their memory cap for the system at a greedier rate than seeded geography would, although this is my presumption.)
I've pulled my 'I Don't Understand Game Dev, But I'm Going For It Anyway' hat squarely onto my head here. Because lord knows this game invites it
But yeah.
TLDR: Planets don't kill you. Croberts do.