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Rimworlds are, as the name implies, at the outer edge of human colonization. I believe the classification also applies to post-apocalyptic worlds, that are just beginning to be recolonized. They aren't Urbworlds / Glitterworlds yet. The spaceship ending even implies as much, with the line about the ship's AI might decide to hide in the system until the world reaches glitter status.
The presence of things like ruins, ancient dangers and compacted machinery, the frequency with which we get trade ships, and now the Empire from the DLC, seem to me to imply that the Rimworld on which the average game takes place is a planet in the interior of colonized space that has regressed into anarchy rather than a genuine frontier world on the actual rim.
Depends what you mean by interior. They aren't new planets being colonized for the first time and so aren't outside already colonized planets. But they are on the outer edges of colonized space, in the rim, so to speak. The wealthy and stable planets are mainly in the center, where the administrative bodies are also located. These are planets that have lots of people, trade and regulation. But the further you go from the administrative bodies, the wilder and less developed the worlds are.
It's basically the same thing that happened in America around the time of the civil war. On the east coast they had these old and civilized cities (glitterworlds) with all the wealth, culture and education and whatever. Then there were the fast growing industrial cities (urbworlds) which were fairly close to the "glitterworld" cities. These places generally had extensive road and railroad networks which made it easy and fast to travel. But then there was the wild west which was far away from all the civilized places and didn't have proper roads and trains didn't run so often and you couldn't even get everywhere on a train. This meant less trade and less people but most importantly less law and order because no one from the more developed places wanted to spend weeks on the road to go and see what the fuss is in the wasteland no one really cares about.
Now with space ships you don't need roads or railroads and the only factor to the length of the journey is distance, meaning all the wild and failing/failed planets would be on the outer edges of colonized space. If there was a failing planet on the interior of colonized space, it would have been quickly taken care of because the rich people don't want trouble in their neighborhood. But a failed colony somewhere who knows how far away? Who cares. Most likely there are no new planets being colonized and haven't been for thousands of years because so many of the outer colonies failed and going even further away would be just that much harder.
Lastly, archotechs are planet-sized computers, which, due to their immense computing power, can create technology far beyond human comprehension. People also don't really know what most archotech's agendas are. It is my personal theory that each storyteller in the game is an archotech, and whichever storyteller you pick is the archotech that messes with you, presumably for their own amusement. This would help to explain why so many archotech artifacts are on the rimworld, and why there are constantly psychic waves occurring around the areas your colonists inhabit(archotechs are described as sometimes sending out psychic waves and being one of the few producers of psychic technology in the primer, if I remember correctly).
All these places ONCE had technology, in order to be colonized at all, but they lost it due to catastrophe or gave it up on purpose. Presumably they could get it back fairly quickly if something disturbed the stable equilibrium they've fallen into; rediscovering a thing is faster than discovering it from scratch.