I think there's a thing where if you're aiming at atmospheric worlds, you're going to run up against the weaknesses of using procedural noise to generate your landscapes.There was a lot more wrong than just repeating textures but I think the poor use of tiling said more about the direction Frontier went with Odyssey planet gen (and illustrated it more starkly) than any of the other (harder to put into words) problems.
Edit: in case people don't quite "get it" - I don't know how many of you are explorers, but I know you'll all be aware that it's a big part of this game ... heading out into the galaxy for weeks, months or even years, boldly going where no man (or woman) has gone before, in search of something new. Well try to imagine what a blow it would be to discover that the arrangement of star systems throughout the galaxy (and bodies within those systems) was all just tiling ... repeated patterns stamped across the galaxy. In an instant it would basically render the act of exploration utterly pointless.
The main magic trick of the planet generation isn't so much the realism or variety, it's that it's generating it all basically instantaneously. And once you start looking at the complexity of the landscapes on Earth, it's not something that simple noise functions are going to be very good at. More sophisticated code might get you closer, but it will slow everything down. I think the current code isn't actually rotating the features, and I wonder if it's one of those things where the maths works 10x as fast if you ditch rotation. The tricks they're using to create this stuff so fast has shortcomings we're not aware of.
What we have feels a bit rushed to me. I don't really notice or care about the tiling, but I don't like the way a lot of the mountains look -- like they've been added in a hurry without time to get them right.
Personally, I'd quite like them to have another look and regenerate the galaxy again before console release. Although this would no doubt make a different group of people very cross!