Please use at least some astronomical realism in your planet types. GURPs Space 4th edition (http://www.sjgames.com/gurps/books/space) has a nice simplified system. Your screenshot makes it look worse than Space Empires III. Space Empires IV is a little bit improved but not really good. MOOII does ok - Asteroid, Gas Giant, Toxic (no terraform), Barren, Desert, Tundera, Arid, Swamp, Terran, Gaia, but it is Carbon/water based life only. Please consult GURPs Space 4th Edition before even thinking of making a atmosphere type of 'heavy gravity' and describing it has '10x gravity'. A better label might be brown-dwarf or gas-supergiant.
GURPs space mostly breaks down by 'tiny', 'small', 'medium', 'large', and 'gas giant'. Then the types are broken down by temperature zones except ocean vs garden, which is differentiated by presense of photosythetic life. For sizes it is differentiated by the type of gas the the planets gravity allows it to retain over geological time. Tiny=Not Much (min RMM>28), small=Nitrogen but not Water Vapor (min RMM 18-28), Medium=Water Vapor but not Helium (min RMM 4-18), Large=Helium but not Hydrogen (min RMM 1-4), Gas-Giant (>Large)=Hydrogen (min RMM <1). RMM means relative molecular mass. Tiny planets would be able to retain CO2 (RMM 46).
For something more complicated you can check out the Alien Planet Designer (Punch in numbers and it makes more numbers; Web) - http://www.johnbray.org.uk/planetdesigner/ and AstroSynthesis (RPG-focused, accretion algorithms, Payware) - http://www.nbos.com/products/astro/astro.htm and StarGen (Accretion Algorithm, Web or Windows interface - HTML output - Open Source) - http://home.comcast.net/~brons/NerdCorner/StarGen/StarGen.html