The change did need to happen because some stations produced nothing
Though it's not really a fix [1] for that.
- any existing station which was on Colony economy and couldn't have anything else built in an adjacent orbit to influence it hasn't been retrospectively changed by this and still produces nothing, and still can't have anything built next to it to trigger the change
- those were only placed in the first place as a consequence of people not understanding the rules in the first week(s): once you knew what the rules were, you could have avoided getting into that position in the first place.
Yes, it means you can place a station into the sole orbital slot of a non-landable planet and have it produce something ... but you could already do that with the Industrial/High-Tech/Military outpost types, which had an intrinsic economy, or you could leave that slot for an installation or similar you were placing for reasons other than its economic influence and not worry about it producing nothing much itself.
So the situation has gone from:
- stations placed in a specific, semi-documented (and avoidable) way will permanently be stuck on a Colony economy
to
- stations placed
except in a specific, undocumented (and somewhat unpredictable) way will permanently have a hybrid or otherwise potentially unwanted economy
- a bunch of other aspects of the original design which were working well together are now completely irrelevant
[1] To the extent that "some economies have low export amounts" is a problem in the first place ... some of the new body-based economy influence seems to be Military, which is also essentially a non-production economy (it produces Scrap and maybe a weapon type if you're lucky, in addition to the basic H-Fuel and Biowaste). So you
still can't just place stuff down without knowing the rules and expect to always get strong exports out of it.
(And some of the
other body-based economic influence is Tourism, which is in terms of import/export levels almost identical to Colony.)