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5-6 different biomes.
This type of random map is super rare (impossible?) to generate with the current algorithm and you would still need to traverse/navigate it to get to the extremities.
Nonetheless, I agree that having the possibility of tailoring the worlds's size would be nice, just because of it, and why not.
But I'd rather had an overhaul about world's generation, given and within the possibilities of the Unity engine. For example, I don't know if it is possible to pre-design a library of (both official and custom) semi-random areas, to import them during world's generation, in order to force a little consistent diversity in landscapes : fjords ending in a medium vale, mountain plateaus, meadow + bf biomes encircled by mountains (already happens, I know; could be guaranteed and developed), inter-biome competition situations, when two hostile "villages" spawn close to each other (already happens, if you are lucky; could be guaranteed), one "perfect" location for each biome, some "bounty lands" (with bonuses to natural resources), etc.
Yes I could see where limited time could hurt your want to explore but at the same time that is a key part of the game. Without exploration and the need to sail island to island there is nearly no challenge on replay.
Not to mention that the use of portals makes things easier when you want to travel a 2nd time to a location. Set up 5 portals at your main base and just go out and about. You can then drop new ones easily and go back home at will. Set one to A or Temp as I have and carry mats for a 2nd one again can go home any time.
Bosses are too easy to beat after it is done once or twice. We are 700+ hrs into this game and until hitting mistland we have not been slowed down by the content. However we also use the before mentioned interactive map instead of exploring.