since I'm somewhat of a newcomer to Traveller (I've assimilated most of the CT reprints over the past two years in kind of a personal ethnographic project) i probably have a slightly different perspective on UWP.
from what I understand the UWP generation tables were designed as an aid to the ref to help flesh out his/her setting. when the Spinward Marches was developed it seems to me this was a combination of designed areas (Regina, Lunion etc), with the rest filled in so the ref would have some data when the players went off on one (please correct me if I'm wrong). All the other sector projects then followed its pattern.
But the UWP itself is just a loose guide, and with many interpretations so as not to limit the ref.
Back in the day this original stuff was generated under the pressures of a small staff and financial constraints, so random generation to them was a quick way of producing sellable content. And they did not have the help of DTP software nad such.
We don't suffer from such constraints. There's a fairly large group of people involved, we don't have to worry about budgets or deadlines (yet), and we have the aid of modern software and design packages.
We can afford to spend more time and love on than they were able to (and that ain't a criticism). So why should we be beholden to random UWP's when this code was only ever intended as a mental aid?
As we're keeping the original steller distribution, so we know the mains and clusters, and the starports and gas giants, it should start to become apparent which worlds will become major trade hubs and industrial centres.
I also think we should try to design as many interesting worlds as possible and put them in a logical place - for instance, no virgin planets near to high pop marginal worlds (unless there's a very good reason, like ultra savage wildlife).
I have a few ideas of some intersting worlds:
an old gas giant mining station converted into an independent trade centre, where free traders congregate.
an 'amazon' planet, where planetary conditions killed off all the males or turned them female; whose pop can 'imaaculately concieve' (auto-clone), but who are experts at genetics and fertility.
a degenerate colony now run by criminal warlords, used as a pirate haven but close enough to normal trade routes.
Zanzibar, a desert world run by a benign post-Islamic religious bureacracy that's taking in refugees from the war and is respected for its diplomatic skills (not trusted by the Sol party)
a balkanised but high-tech industrial world with a strong corporate presence and big on tech espionage
a klondike style colony world, with massive riches to be had but low law level, a bit wild west with mercenaries.
a warm tropical world with old, possible Ancient, sites and dangerous wildlife, populated by survey teams and a cult lead by a charismatic aristocrat that's attracting lots of young middle class hippy types.
a lost colony off the beaten track, that once had v high technology but suffered some collapse in the long night and now resembles some medieval fantasy, with strange priesthoods in charge on ancient tech and so-called 'sorcerers'.
a toxic world with a rather shady mining operation that also happens to be a popular smuggling hub.
also quite a few newish colony worlds, possibly on marginal worlds, that need support and under constant threat from piracy or slavers.
I think that Traveller products tend to concentrate on the macro (nobles, big history, high politics, interstellar war). I'd like to see some micro stuff too, like smuggling syndicates, small corporate conflicts, settlers and pilgrims, spacer lore, resort planets etc.
coming up with interesting planets might help produce such micro details (like this world has some rare exotic resource, so the route to it from a main is a major pirate target)
As far as names are concerned, I think we should ditch any we want. Some I've seen above are ok, but 'Uggi' is, frankly, rather embarrassing. The silly names in the supplements make me squirm sometimes. Maybe we should create a central list of decent names that we can then apply when we do the UWP's.
btw, the above really only applies to the sollie side, as surely the Hivers would have a very different settling pattern. They would plan their expansion over decades, rather than the more ad hoc way of the sols, and of course, we expect alien names to be wierd.
On a side note, and perhaps not quite appropriate to this thread, but since I've written an essay already I might as well, what about a section on Settlers and Colonisation. This is such a staple of sf literature and tv/film, and its not something Traveller has ever properly looked at. Don't you think a Colonist Core class is a glaring omission from the Players Guide?