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There's a lot of complexity to WorldGen, and it tries to give you as many options as possible. Different species, as a quick example, require different terrain predominant in individual regions. Those in themselves are on a sliding scale of size, so things get difficult to normalize very, very quickly.
Even default settings can result in a high number of rejections if the RNG seeds are against you.
Wouldn't worry too much about it, unless you're entering manually through Custom Worldgen - in which case, it helps to narrow down the reason for it.
What probably happened in your case is that you started to use settings that are not ideal, instead of the default ones which are more optimized. I imagine Nookrium just went with the default ones.
Maybe you lowered the number of civilizations or sites, which can easily cause a rejection if too many civs die out. If you also increased the savagery and beasts, that would contribute to their deaths.
And I've played all the public versions.
You shouldn't worry about it, though. Worlds rejections are completely expected. Worlds can be made even with completely wild parameters in custom worldgen, even though a lot of them will be nuked.
Goblin civs tend to be ignored in that, usually they aren't just placed and instead it's dorfs/elves/humans that get put in their place. And nobody remembers kobolds can form steal a civilization.
Keep messing with the settings, this is how you get to the good stuff :)
If you want to get into deeper variable control, the official forum has plenty of information, even if it's spread across hundreds of threads. Doesn't help that things occasionally get tweaked, and the complexity involved results in a cascade of changes-by-proxy in generation behavior.
I'll freely admit, though, I probably spent more time messing with worldgen than I do playing some games from start to finish, heh.
Give it a whirl, nothing to be afraid of there.