It would be nice to have some choice, independently of the map seed, about where to start. Following are a few ideas in that direction.
--Don't make biter expansion and the time-factor for evolution start ticking until you produce your first unit of pollution. //Just so you can take it easy, walk and look around and settle on how and where you want to do stuff.
--Make biter nests in a large area around start constant in size and density. //To not "herd" the player in.
--Make several iron/copper patch pairs in a large area around start. //Because that's kind of needed to start. Several to have a choice from.
--Make coal and stone patches around start small but frequent (maybe some larger ones mixed in). //Because they are not needed in large quantities at the beginning, small but frequent so they don't influence starting location choice (much).
--Generous amount of small lakes around start.
--Better worked out environments (think of the biomes in minecraft) plus transitions between them, possibly with choice in which environment to start. //Technically a bit off-topic, but if the environments had significantly different properties (resources, geography, biters) it would add some nice choice to where to start. Also if one happens to start near a border between environments one can decide which way to go. This could potentially replace some of the sliders for world generation (all those settings are maybe nice as "advanced settings", but for a regular game a slider for "overall resource richness" and a dropdown for choosing starting environment are more than enough)(and yes I am aware that biome generation algorithms are far from trivial and that it probably won't happen near-future).