Build 6 is out.
Fixed the bug with the Systems not being generated as requested, and learned a weird factoid about how Java works along the way.
To set up the System generation code, I had to build a "singleton", which is basically just a fancy way to store data I want to access globally, across many scripts. This is something that is a little different in every language I've ever learned, and in Java's case, it's (imho) especially weird. Anyhow, I figured that out, wrote the code that's supposed to build the multiple Systems and the Faction relationships... and when the bug was reported, I tested... and the Faction relationships part worked, but not the Systems code.
After a lot of testing, I determined that, in CharacterCreationPluginImpl.java, if one attempts to modify a singleton's data without moving to at least one more stage, it doesn't get set.
So you need a phantom "stage" to catch the last choices made, if they're going to impact persistent data, right there at the start of play.
Which is weird, because I'd have thought that the operations used to change the singleton's data would have to run before we return and exit this little program and enter a new game, but it's how it works. I'll probably go look the "why" up tomorrow, if I have time. Anyhow, bug is fixed; if you have 3-4GB and were just dying to play with 24 Systems, now you can.