Ah allright, now I have a good clue of how you guys work.
Nice to know, that you allready considered the stuff I mentioned, and have a thought out plan. I understand your way of using the color scheme. I am not a designer, I only know some basics.
This is a fair concern. We do what we can to avoid completely mirroring a station. Housing modules on the Outcast stations for example are always placed individually, and not mirrored. Minor details in hallways are also done individually. Were we to have more different types of NPC's inside stations (when they get put in) I think we would diversify them a bit more but as it stands we can't spend time ensuring that each room serves a specific purpose. If say, NPC data clerks are never in the game. Why would we put in a data clerks' office?
The Outcasts are the most symmetrical, and the Scavengers the least so. On our last two Outcast stations we have made sure that various rooms on either end are different to some degree. Like different types of EAC furnaces in the mining station, and different rooms on the main deck of the shop.
The only thing I would talk about again is, that some rooms or objects could be there on any station. To go from "playful" style to a more "realistic" style, as there are some neccessities that are needed on every station. Like a medical room (I don't know, but I think med blocks can be used via public modules?), rooms for the staff to hang out seperated from the normal visitors, office rooms...I mean every station has a set of things that it needs in every case, like power generators, oxygen tanks, water treatment, a heater in some way, nearly every bigger than medium station has a medical room or supply area, a security or control room on bigger public stations, locker rooms on worker stations...
It's hard to describe it or to find the right definition for the thing I try to explain. I suggest to make a list of really neccessary objects that any station needs, and include it one way or another into every station. And then there is a list of optional objects, like prison cells or control rooms, that are highly likely to be found. So if I walk around a station, I get this clue that I actually can find a certain set of things in every case, if I look for it.
Example: I come into a small regular wealthy outpost (like the outcasts). It's only purpose is to store and to supply some small goods needed for the working miners around it. It has: heater, oxygen tank, water tank, a power generator, a small medical automated chair, a locker room, maybe even shield generators if you like to look into that, two bunk bed rooms, a staff room, a public area room for the workers passing by or visitors, a office room, maybe even a "space" closet (they are small), some cargo tanks and like 2 or 3 hangar platforms or just 2 small docking tubes. What it does not have is: prison, medical extra room, security or control room, bigger showers, a bar or some sort of living room, a seperated kitchen.
I understand if its not that neccessary to look into, as it complicates building. And I also think you allready thought about this part of building allready. I just noticed it from the pictures, that some things seem a little bit random and that adding props like generators or tanks get added randomly instead of following some "human behavior rules" that automatically depend of a longer list of things needed to survive.
For the other players reading: building a station according to this list is a pretty easy way to stuff it with a full rp interior. And it is really boring at it restrains building free and creative, you have to stick to a tought out plan. =)