Well, that's a problem with the op, not the game.
I personally try to make every planet have a description that I want to be generally available. And well, if I don't put a planet description in then it makes it more of a surprise when you do find the planets I've manually added.
Feel free to check out my work at tradewars.variancenetworking.com port 2002, I'm running a test game right now to see how the settings hold up. I'm thinking of moving it to a willing host so the response is a bit better later on, though.
As to the standards being enforced, well, there could be that the planet class enforces maximums and minimums, or a "range" that settings could be at. But the problem comes into play with the specific universes - Do I, as a game op, see my universe as a higher technology one, where colonists can more easily build domes to protect and survive better on a planet with a harsh atmosphere? Does gravity control exist, so a heavier or lighter gravity planet is easier to produce on? I kind of like being able to tailor the planets to my universe manually.

Gives me more creative latitude to make the game interesting.
However, it makes me roll my eyes when I enter a game with 8 new planetary classes, and each and every one is straight 1:1 colo:product ratio, etc... who cares what planet type you get then? Completely boring.
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