Most of the frequent questions here were actually addressed in the video description, but I'll restate some of them here in a bit more detail.
About the missions - this mission generation system is
purely placeholder for the time being!!! It is intended to help me test out the mechanics of missions, and to give you some scenarios to toy around with in the prototype. It is, of course, not how the game will actually work. As I've advertised plenty of times, the goal is for missions to be based realistically on the needs of the AI players / factions. They will not just be randomly generated and spawned on-demand. But it will take quite a while before we're to the point where that can happen (because, in order to generate coherent missions, it basically requires that the entire universe simulation / AI engine is in place...). For now I will keep the placeholder system so that we have a way to play with the other game mechanics that are exposed via missions.
About ships - still very rough and early on, virtually no variety in the ship geometry. They really are just blocks at the moment, but that will get better. The underlying technology is extremely flexible (the exact same technology generates ships, asteroids, etc..), I just need to put in the time to explore the algorithms. Ship textures are in the same boat - very flexible system, but needs more time. Curvy ships are just as easy/possible as blocky ships, so don't worry, we are not limited to blocks!
Station interior - again, same story, I implemented this only a few days ago, and in a few hours. It will get better, I would like to generate fully-populated interiors (populated with architectural things, not people, sorry
)