Theoretically the only two things that are needed Alex-side are:
1) Spawning a market where there was none previously
2) Get information from a planet
Optional: 3) re-running the market simulation to account for new markets, though is likely to be hardcoded within the worldgen routine at this point unless Alex has planned ahead for outpost implementation, in that case there is no real problem
I believe getting a market's information is already possible (stability, etc) and can, to a certain extent, be changed (stability comes to mind)
The logic would/could be:
-satisfy requisites for enabling a menu interaction (the survey stuff already does this if you don't have enough crew/supplies/machinery/skill you can't survey a planet at all)
-get the planet's information
-create a market with the relevant "skills" (ie: rich ores) based on the planet's information
-(optional) rerun market simulation
>>now the "evolution" of a market could be either be "hands off" or player driven, if the latter then the logic used in step 1 can be recycled to an extent
IF (condition satisfied) THEN evolve market (add facilities, increase size, etc), rerun market sim (if possible)
In theory this should allow for both creating a full fledged market or just "we poured some quickcrete and a loose panel from the Hound (D) and made a depot" to act as extra storage between runs
Don't know if i'm missing anything