Beyond that, in NMS all worlds are absolutely not 'unique' in any meaningful sense either. The exact number of biome types is eleven, and planet size and gravity is largely uniform. While I admit eleven is a big number, it is pretty far from the total number of planets in NMS, which is 18 quintillion. Flora comes largely in six types, with multiple variables that have a few dozen flavors. This means you have a large variety of 'mushrooms', but after a couple dozen hours you've seen all the main variations.
This is no critique, NMS has struck a great balance between variation and 'reasonable design'. We already have bouncing pineapples and such siliness, pushing it further would not have been much fun without adding additional handcrafted primary types. But in the end NMS does not in any way strife for the same level of 'uniqueness' as Star Citizen, it sits in between ED and SC. Of course, one could argue that in actual practice SC is closer to ED in the sense it is some frankenstein combination of 'PG + handcrafted tiles' with some handcrafted locations. When you start to add all station interiors, engineer bases, thargoid/guardian locations and so forth ED is pretty much on the same level or even beyond SC in terms of handcrafted locations, its just scattered in a far bigger game world.
Since we're comparing CIG planets to other games...
Just expanding your post here a little, since I've been playing way too much NMS lately

, those 11 NMS biomes are further split into planet types, all quite different. Furthermore each of those has a different terrain type, adding yet another multiplier to the possible variations.
For example, take just one biome, LUSH. It includes all of the following possible planet types:
Temperate
Tropical
Paradise
Bountiful
Flourishing
Humid
Lush
Viridescent
Verdant
Overgrown
And each of these will have one or more 'terrain types':
Continent
Archipelago
Ocean
Pangea
Swamp
Riverland
Wetland
etc.
Just using these three basic categories (Biome, Type and Terrain) as variations, the planets types number in the hundreds. And that's not counting any of the weird and exotic types - all pure fantasy of course - but that's precisely the look and feel Hello Games are aiming for with their game.
The tech in NMS is amazing. As a procgen hobbyist myself, I have huge respect for what they've done. It's voxel based with full terrain manipulation, base building, procgen flora/fauna. In many ways it's far in advance of either ED or SC. I highly recommend enthusiasts view the HG dev vids describing their tech.
Now, I'm just waiting for NMS Expedition #2 to restart.
