Ah. Classic improv campaign vs prep campaign. My campaigns also last for years, and feel very lived in. My worlds are sandbox. But I do far less prep work - my playstyle would see your change as a huge problem. Your playstyle already fixes the problem by knowing both of my planets ahead of time, and so you can fix them. The party wouldn't have gone to one of those worlds.
But if you're doing that level of prep work.. the problem you are proposing to fix, is already fixed in your game. You can already say 'it always means both'. You've done the prep work to know that.
So, if it doesn't improve your playstyle, and it hurts my playstyle, again, what benefit does your suggestion bring? The publisher needs to accommodate both our games - but even if hurting my game wasn't an issue, it doesn't HELP your game either.
To be clear, your solution to my scenario has nothing to do with the UWP. Instead, you decided to not allow the line 'we didn't know ahead of time.'
That's a super key point. If you always know ahead of time, of course YOU can go ahead and make a hard rule. But your hard rule is based on knowing ahead of time.
My problem with your suggestion, is predicated on not knowing ahead of time. To me, this is a feature of the game, and I am confident my players also enjoy my playstyle, so for my table as a whole, it is a feature.
So, this whole discussion, and all the disagreement, comes from a difference of playstyle, which has nothing to do with UWP
Your playstyle is usable with the rules "as is" because the meanings of things don't matter to you (in that they are "fuzzy" in their meaning). My playstyle requires that meanings stay the same.
Your playstyle is functional if they make the changes I want or not. Mine is not without having to do a cubic ass-ton of work just to make sure that the setting functions as the rules say they do. So, if they make My changes, it changes nothing for you, but it changes everything for Me and improves My quality of life greatly. So why argue against something that doesn't affect you, since you don't play that way anyhow? This would only affect Me and others who play like Me.
Not knowing ahead of time where your players are wanting their PCs to go is either poor planning or poor communication. You can not write a story collectively without everyone having a general idea of where everyone is going. As a kid, We used to write stories. I write one line, the next person, the next line, and so on. If We wrote the stories with zero communication between Us, they always came out funny, but were a disjointed mess. With communication they often became something that made Us wish We were better writers, because the collective ideas were so cool.
That seems to be the differences in Our two styles. I plan ahead and coordinate with My players and so do not encounter problems like you have encountered. You do not. I am not saying that one style is better than another. I am only saying, what works for your style of play, may not work for Mine. My style of play requires defined rules. Your's does not.
In your style of play, you can use just the CRB and almost nothing changes for you. You just make up whatever and it works for your table. You just make up robots, or vehicles, etc and don't need actual rules for how each thing functions.
In My style of play, I need everything defined so that results are predictable and repeatable. (bad die rolls, notwithstanding) I expect My players to know the rules for things ahead of time and they expect the same of Me, hence all of My questions about, (What does it cost to ship in-system freight? Or... What is the maximum distance a jump flash can be detected? Or... Where does the Tobia Commerce Guild run its ships and on what routes?) My players, most players likely, are crazy creative when it comes to figuring out ways to do things that I never even considered. If I do not have the world defined ahead of time, I will have no idea how to respond to unplanned situations, but if I know the world and know the system, I can usually give them a fairly reasonable answer that doesn't violate any rule. If My players point out that an NPC just violated the rules, I want them to tell Me so that I can fix My mistake so that it never happens again. If My players cannot point out to Me as the Ref when My actions do not match up to the rules, I don't want to play in that kind of game. If the Ref is always right regardless of the written rules (or the rules as agreed on before game), then I will never play with that Ref. That is just giving a narcissist a soapbox to abuse his players. Of course, it also means that I do not let people who are not narcissists do that either. A rule isn't a rule if it doesn't apply equally. Gaming is as communal activity and is done collectively. So at your table changing the meaning of things on the fly works. That is okay. You can keep playing that way with zero alteration, even if they make a change in how UWPs are understood. You still don't have to use them. The UWPs themselves are not changing on the fly. If UWPs change it will be a change known in advance, probably in a published Mongoose book.
My main problem is that I see UWP and the exact same thing a PC's stats. PC stats mean one thing and one thing only. Therefore, a planet's stats should mean one thing and one thing only. Ability Scores are stats for a sophont. UWPs are stats for planets. They should be the same since they are both descriptive stats for the object or person in question. By your definition, a DEX 6 might actually count as a DEX 5 or a DEX 35. There is no predictable rhyme or reason to it. If something is not predictable, it is therefore not repeatable. If something is not repeatable, then you cannot design a system around it. Because you cannot predict what will happen. That is all a "system" is. A set of rules that allow you to predict outcomes. Even if it is only a problem in 1% of cases. Look at Newtonian Physics and Quantum Physics. We have no unified theory for how they relate to one another, therefore a system cannot be created that accounts for a mathematically describable result. The same applies to RPG rules. If the speed of light changes from one moment to the next, there has to be some "reason" that it changed. You can't have science and math if things do not have concrete definitions. With concrete definitions we can evaluate Our collective gaming system to find out what works and what doesn't. Without concrete definitions, no agreement is possible, which is what We have here.