Idea:
The WorldBuilder is great at defining a single type of world. Different climatic and geographic regions make up an entire planet (world). The “problem” I find (and it definitely a “first-world” problem - pun intended - as this tool is already AWESOME) is this: when I try to cram many types of geographic features into the world, things start repeating too much. It would be nice if several different worlds could be stitched together somehow.
What if the Pre-Generator was altered to work with several different world configurations (each the same size in chunks) and was provided world distribution criteria in the form of a noise map and numeric criteria (much like a single world’s biome distribution system using ‘altitude’, ‘temperature’, etc.) and was able to blend these worlds together as the player moved from one world configuration-sized area to the next?
That way you could define a mountainous world (“A” below), a watery world (“B” below), and an arid desert world (“C” below), making sure these three worlds had the same substrates, ores, strata, etc. (or maybe not) so that they would blend together nicely.

That way a single world could have radically varying areas, each lovingly designed in detail in the WorldBuilder. This would make for greatly varied game play within a single world. I’m not even sure this would be a ton of development work (LOL, what do I know?), except for the world blending piece, but you could seriously go to school on the biome blending logic already in-place in the WB.
This was just a thought I had when realizing that sometimes, building features into a world made for unwanted repeatability. For example, this repeats very nicely: the ice planet of Hoth (or some such):
When this repeats, it looks good, natural. You have some planes, a few hills, etc.
However, when I add a cool mountain feature, again this looks good:
But when this repeats I get too many mountains (at least for what I’m trying to achieve in my world - I mean, mountains tend to clump together as a geographic feature):
This was just an idea I had while playing with the tool.