@Carly...
The map isn't meant to be (nor was it ever intended to be) a simulation of our solar system. The distances between the planets present in the original map are in no way an appropriate representation of their real-world counterparts. Attempting to be realistic was a flaw in my original design, one I don't intend to repeat. It isn't useful, but rather harmful, from a game-play perspective to have the planets spaced as such.
Spherical planets with real-world textures are great from the stand point of being instantly recognizable to the player, but don't really fit with the simplistic, angular, theme expressed in almost every facet of BL. In addition to that, it presents some technical challenges and shortcomings in terms of implementation that further discourage their use. My intention is to instead use "cubular" planets that will fit with the style of BL and offer numerous improvements over the old system. Whilst it may not be necessary for every single map/item/vehicle to fit into the style of the game, it certainly makes sense when it also improves gameplay, performance, and helps avoid unnecessary technical challenges.
It appears my reference to exploration has been grossly misinterpreted. I don't intend to fill the map with easter eggs; I simply want to include some unique building spaces that may inspire players to build something other than boring, repetitive, square structures. For example, I'd like to have some hollowed-out asteroids that players can build elaborate bases in, and hopefully I can add some varied terrain/weather to planets. In this way, the map can be more than just some semi-spherical build spaces placed miles apart from each other.
I understand the desire to play as a space-taxi-driver, but I am still inclined to reduce the distance between planets. Perhaps not to the degree that you can simply jet over from planet to planet with your "jet-feet", but close enough that it doesn't take 5 minutes to get there.