If I were to make any recommendations about planet creation it would be:
Add eccentricity as a possibility - most larger planets will have circular orbits, but smaller and a few terrestrial may have appreciable eccentricity. Actually, garden worlds may function even with pretty eccentric orbits (see Darren M. Williams and David Pollard,
Earth-like worlds on eccentric orbits: excursions beyond the habitable zone, International Journal of Astrobiology (2002), 1: 61-69 Cambridge University Press). This is probably handled best as a separate roll for each planet whether it suffers unusual eccentricity.
Axial tilt: this can make planets very different. We have a range in the solar system from 0 to 177 degrees. Planets with near 90 degree tilt have warmer equators than poles, and quite bizarre weather (Darren M. Williams has a simulation paper about terrestrial tilted planets too). I would guess tilt can just be calculated as (say) 1d6 x 1d6 x 1d6 degrees to get a nicely skewed distribution.
Rotation rate: important, since it powers the weather together with the sun. Fast rotation means many Hadley cells, and a more east-westerly (and stormy atmosphere), slow rotation creates bigger weather systems and more of a front-style weather. Unfortunately calculating plausible rotation rates appears hard and complex.
http://www.johnbray.org.uk/planetdesigner/science/science.html
I think the old system produced double planets often enough to be plausible - the first system I ever made got a nice double asteroid pair that at the time looked very cool and odd, but now seems to be quite similar to what we see all over the solar system.
Resist the temptation to make gardens easy and common! Pregardens, postgardens, glacier worlds and hothouses cover a lot of territory. Waterworlds should likely be encouraged, especially if it is a high gravity world - it seems likely that many planets have exceedingly deep oceans. Whether they could sustain life is an interesting question.
I like using just formulas (one reason I loved 2300AD was that it was the only game with a cube root formula in it), but many gamers do not. Tables take a lot of space. Maybe just distribute the formulas but make a simple on-line generation system?