All that's missing for that Colony-Governor is a way for us to make our choices resilient between games by having some reusable template xml file(s) that are either saved as such to fit specific tasks (focus on production, concentrate on economy, raise morale, etc) or adhere to comprehensive principles as we so wish to select or define DURING gameplay or simply, outside of it all. AIs find their ways, so should we.
There's also the matter of tech pace or path patterns in multiple variations, but i'm almost sure the intuitive listing of a proper sequence can be parsed at runtime and altered by a function when certain situations occur or if we would want it to.
Knowing the exact number of tiles by PQ evaluation and its terraforming results then, becomes a matter of logic rather than having to inspect HUGE amounts of planets to determine the next PI(s) to queue-in.
Trick is to integrate Bonus tiles and SP and GA stuff, though.