I can certainly appreciate that logic. Quite honestly, there's a lot of little bits and pieces that could easily be put down to 'we terraformed a little harder around here'. I listed every deviation I found, and while I do feel some of them are reasonable fixes, others can easily be backed up with a good narrative. My pendantry around Horn is probably the best example of that, I only changed it because rocky unstables aren't 'supposed' to orbit stars. Or the PK'd worlds, which have obviously had some recent shakeups that the rest of the planets in the sector haven't dealt with.
On the other hand, I think Kazeron probably does deserve to have airless. And the presence of organics on frozen worlds is something that I feel should either be corrected, or have a story put behind it, since it's something that can be picked up fairly easily if someone's looking at the markets.
At the same time though, I do actually feel that "match procgen" is a good starting point... though that could just as easily mean making progcen match with what the core does. If having a rocky unstable world orbit a star is a good story, then maybe it should be possible elsewhere too. Or a rare chance for thin atmospheres on barren worlds hinting at aborted terraforming, in the same way that we can occasionally find pollution on any world.
Obviously, it's your game. But I personally prize consistency, because it makes the things that break the mold that much more significant. If the core starts by matching procgen, then it gives a stronger foundation to tell an intentional narrative about why this particular world has a feature that won't be found anywhere else. And this can easily be me projecting my own technique, but I feel like it also gives a prompt for what story has to be told to justify something.
Maybe to use the current state of Chicomoztoc as an example - since a thin-but-habitable atmosphere should be impossible under procgen, then it should suggest that there's been intentional action to maintain a high proportion of oxygen despite the low pressure, which could make for a story. Why they'd do that, how it's done... But I digress.
I think the biggest irony I encountered working on this is that Mairaath actually matched the requirements for a desert world to a tee. Despite the initial apocalypse, the planet has actually stabilized into the state one would expect from every other desert.
Anyway, I think that's enough rambling for one comment. Thanks for your time, and for the amazing game! It's an amazing gameplay and storytelling experience.