I mean, it's kind of a mixed bag.
From what I remember from the stream, don't feel like jumping through two streams to gel all the inform. You get the following regardless of how many habitable worlds you allow.
-bonuses to pop growth and I want to say output
-the ability to build crystal mines (two IIRC)
-10-12 more districts than most other origins get (worth keeping in mind, sometimes one of you guaranteed habitable worlds can end up being size 10 IIRC).
-Also forgot you get nebula start, so nebula refinery for 10 minerals a month on each starbase you have up an running in that nebula with that module and eventual each one of those will get exotic gases.
So with zero habitable worlds, you could easily get a planet's worth of extra districts. I think life seeded is the only one you don't beat out on district (they mentioned you get a size 30 gaia world). Off the top of my head the only origins after that that get above 20 districts are resource consolidation and ringworld at 25. I guess voidborne can be thrown into the mix because there is nothing stopping you from getting your habitats fully upgraded and thus get 24 districts for the first three worlds, but it's kind of hard origin for comparisons like this.
So while it would be awesome to get larger worlds, it's not like your knee capping yourself much. For single player, you always have the option to lower the number of habitable worlds.
I'm more disappointed with the angler civic. Was hoping pearl divers wouldn't need mineral upkeep. Mixed on the whole idea of the district giving both a worker and specialist job because of how obnoxious job demotions can be. I'll have to see some math on whether or not this will be a good way to avoid having artisan or artificer jobs (mastercrafters best strength is the building slots and the loss of artificers probably isn't much of a detriment, but might be enough to kill it for angler builds). Each pearl diver and angler is giving you 2 trade value and you could maybe get good mileage with thrifty on this setup. It's not clear if all these values account for the aquatics trait or not (I think they mentioned you have to have the aquatics trait to take this civic). So the trade value could make it work. If not, the devs might want to consider giving giving angler's a bonus when some sort of production building is present to improve pearl diver output because they don't have the benefit of civilian industries. I'd suggest the food processing building for this. I really do think the civic should let function without artisan. Even if that means that a developed world opts to do away with industrial districts on their capital if they have the angler civic.
I will say, was hoping that an angler + catalytic processors build would have been able to forgo minerals districts, but that doesn't look like it's going to be the case if pearl divers need 2 minerals. I mean, that's a build that is going to have a ton of agriculture districts and a pearl diver for each district.
Honestly, not sure sure this hurts Ocean Paradise that much as a start. I think I'd rather see the devs make the advantage of going wide less oppressively advantageous than making it so that every origin can have two habitable worlds and not have too large an advantage.