I would agree that the upcoming map editor in TA might be an indirect solution to the "default settings/options" oxymoron.
But, i think, Seth Gaines may have had a valid argument against Tight/Loose/Scattered
Limitations for a few reasons;
- No matter how much randomized a map gets created, there is always the probability a weird setup could make the game "almost unplayable" to some and funny (or challenging) enough to others. As it was pointed out on many posts above. Key issue being that total control over conditions MUST be somehow interactive and yet, add a relatively high variable such as the universal and common
Unknowns.
- Even if the setup screens should have more than three options, i doubt the overall effects would be sstisfactory enough since, for the greatest part of any, the slight variations are just that - partial or not so obvious to the naked eye.
- The mathematical logic dictates that the most efficient way to spread stars evenly (or more accurately, in a fair manner to all) on any given map size is to actually create it from scratch. Thus, the obstacle(s) begins to creep when one realizes the game is suddenly repetitive and/or predictable - boredom sets in. Frustration ensues.
- In contrast, the average players would settle for anything that's thrown at them. Be it, tight or loose - the gamble is IN the variety experienced.
So, in conclusion... i'd recommend a few thoughts.
a) If any "new" stars/distribution/schema is required or implemented, does it actually ADD a truly needed dimension to gameplay while providing good context, or is it different enough from the actual defaults that it HELPS to enhance the experience? My answer would be; YES.

What type of changes exactly? As suggested above, a middle-tier between tight/scattered would surely create an interesting map. But i'd have a few more to propose...
-- The pseudo 3D ramble; a modulo formula which calculates distances and or proximity based on indirect algorithms like the "graphic filters" found in drawing programs as plugins. In these, you'd have control over variable grids which declares specific features as if they were fixed both in sizes and shapes. (Squares, rectangles...)
Something like below...
X----X-Z-X----X
--X----Y----X--
-Y--Y-Z-Z-Y--Y-
---XZY---YZX---
etc.
-- The percentages of empty space; Complex but feasible. Would work like this.
An IF THEN ELSE basic type of parser picks a relative figure based on map size and the number of races.
Then, determines a fixed value of empty/space spheres which can be squeezed into a 10% or boosted at 85%, even completely randomized (which IS the actual principle behind
scattered, in fact), etc.
Then, calculates a series of habitable planets (refering to options selected) as it compares with the exact location of any given races homeworld WITH the empty space ratio available nearby. Tough to illustrate... but very simple to code in. (Again, this IS not that far from the
tight option, also)
-- The template resources; A sort of pre-defined "general" schema which may be selected from a list created by the user. Configurable assets, designed to the specifications declared as parameters. Somehow, a pre-made grid with variable values and which molds into the map size while sticking to an indirect template as much as possible. Not far from the custom maps premise, but sector based and/or applied TO randomized starting points.
In conclusion, all i can say is that whatever needs to be done or changed SHOULD be an obvious step towards increased variety rather than barely fiddling with the current options.
- Zyxpsilon.