Okay, i'm here to clear up these stupid nuances that people seem to have about unity.
-Well done, an optimized unity game can run on almost anything.
-Most Unity games are asset flips since it's such an easy and free engine to learn. That doesn't mean everything made on it has to be like that.
-Games that are made properly in unity, like Thomas Was Alone, Organ Trail: Director's Cut, Gone Home, Rust (Somewhat), and Universe Sandbox 2, will turn out how they are supposed to. It will be obvious to tell if GSF is asset flipping and using a visual editor or something because there is a certain level of visual effort you can see in these games. Imagine playing Universe Sandbox 2, but all the default planets are randomly generated default planets. That would ruin it somewhat, right? It would be lazy.
Don't forget From the Depths:
http://store.steampowered.com/app/268650/From_the_Depths/ You can go insane in that game, it just demonstrates how much you can do in Unity. Don't get confused with Starmade, which works with similar principles but runs on Java. Also not to be confused with Space Engineers, which works with similar principles but runs on the developer's own game engine called VERGE (if my memory serves me correctly)
Also, addressing the avatar issue, Badspot nailed it pretty well, and what I mean by that is; everything had proportions that matched with the rest of the avatar to a degree. It doesn't have to be a copy, so long as the proportions are all in alignment with each other and nothing is made into a caricature (though that doesn't mean it has to be realistic.)
Expanding further from that point: If people want something different from everyone else, then I have a suggestion. Why not have a basic editor where you can edit the proportions and clothing of the avatar to your tastes without effecting gameplay, whilst having certain limits that stop you from making it look like a glitchy monstrosity? Think a basic version of Dark Souls editor. So much to customize in detail, yet effecting nothing regarding the capabilities of the player.
Then the other side of the coin: If you are the owner of the server, or a Super Administrator or Administrator (or some other kind of administrative structure aeiou), you can have access to an Advanced Editor which would allow you to change additional settings such as size, speed, health, etc. (The limitations of which could be customized by the Server Host or next in command, and even the ability to choose whether to have the Advanced Editor enabled or not, and perhaps a setting that allows the Server Host to choose just
who is allowed to use the editor, boiling down to specific players if need be.) This would allow a huge degree of freedom without allowing people to be ridiculous, and people can only be ridiculous if the host wants them to be ridiculous.
Going on a tangent, if we're going on the "Oooh, we're going to make our own weapons" route, we could have a Strength factor, where the Default Player has a strength of about 100 which dictates what weapons and tools he can carry, and the Advanced Editor can have a setting that changes that factor. The host could also have a setting where they can dictate how much strength most players are allowed to have. For instance, the default setting is 100, but it can be changed to 50 or 200 or whatever number they deem fit.
This would automatically balance game mechanics but still allow ultimate control.
Addressing making one's own weapons, you could have settings identical to the ones for making avatars. Limitations for what kind of projectile you can fire, the fire rate, the strength of the projectile, what it does, the speed (which dictates how far it can go before gravity effects it) etc. And all of those things would add to how much Strength the avatar would need to carry the weapon. Also, how much Strength you use up could dictate how fast you can run, etc.
EDIT: The ability to make crazy weapon combinations through the above editor like half-mace-half-handgonne, or half-machinegun-half-rocketlauncher, would be bloody fantastic. There are so many possibilities. I also forgot to mention that in the Advanced Editor and Weapon Editor, you could have animation options where you can customize what it looks like when firing, or what it looks like when swinging. In order to prevent players from abusing this, you could have a Basic Weapon Editor where things are restricted and you can only choose from a set of animations for a melee weapon or a gun, and can place restrictions on what weapons you can and cannot use etc.
TLDR: Everything has settings, but those settings can change as dictated by the host.