Star Control 2 (which takes many Starflight influences and also hired Greg Johnson) also used a lot of procedural generation. It has around 500 stars and 4000 worlds with minerals and lifeforms. I recall the SC2 lead programmer Fred Ford saying they used a fixed seed, and they went through many seeds until they found one that looked good. I presume Starflight was of the same mindset.

I wonder if QA was given the job of vetting the seeds.