i think it's interesting that such a simple game has spawned pseudo-philosophizing on the physical constraints of a virtual universe!!!!!!!!1111
my opinion is that an arbitrary static limit detracts from the consistency and integrity of the game universe. when you realize during play that you have to consider some rule it can be aggravating, and though personally i hadn't noticed this specific issue yet, i'm sure i will as i become better acquainted with the game.
i'm not sure how involved the community is in directing the development of dyson, but my solution would be to introduce mass and composition aspects for the asteroids. the composition would dictate the quality of soil, and the mass would denote the amount available. then the qualities each asteroid provides toward seed capabilities such as speed, strength, and energy wouldn't necessarily be arbitrarily assigned.
a problem arises in determining a mass classification system that can work in tandem with the...potability of the soil to determine a concrete 'productivity.' a way to determine a solution would be to limit the productivity aspect by tree rather than by asteroid. if an asteroid is 85% good soil and is a mile in diameter, you could have some simple calculation as 85 (the percentage of good soil) * 1 (the diameter of the asteroid) / 5 (the maximum amount of trees) to conclude that the asteroid can sustain the production of 17 seeds, or we could raise the roof and say 4 natively produced seeds per tree can exist on the asteroid at any given moment.
there is an inherent difficulty in limiting the amount of seeds based on some formula due to the fact that seeds can be moved about the various asteroids, so we'd wind up having to question whether once a seed has been moved from its mother asteroid that asteroid can produce another to replace it. we also have to answer the question of how 200 seeds circling one asteroid that were moved from 10 asteroids can be supported.
i think those questions are irrelevant in this sort of game, though, because what is most important is the ability for the player to determine the reasoning behind the limitations being imposed upon their seed production and to not have any philosophical qualms with the reason for the existence of a static limit. one person may accept that limit quite easily, but another person may have a lot of difficulty understanding it. what is needed is a concrete physical law that dictates the limitation on production. once the seeds are moved the tree's 'seed counter' could be set to reflect how many of the seeds it created haven't yet disembarked from the asteroid.
this would add an element of micromanagement in that players could suddenly move newly created seeds to another asteroid, then move them back in order to facilitate further production of seeds without giving them an easy 'sit and wait' approach.
of course this also calls into question whether the game could easily support variables for each seed that note which tree it originated from, which could be unset once the seed has disembarked from its home asteroid. each tree would require variables that keep track of which seed id it created, and those could be unset as the seeds disembark. you could count the ids in an array to determine if the tree has maxed its productivity yet, or something. blah blah blah.
to summarize, i don't think it's good to complicate the game too much, but it is good to flesh out the constraints in order to create a really involving universe. to start saying seeds should die or an asteroid can only support a specific amount of seeds before no more can be created at all is to introduce a stressful factor into the game that i don't think would be enjoyable. the goal of game design, at least as i see it with this sort of game, should be to give the player as much to do while waiting for productivity goals to be met as possible, and to give dedicated players the ability to more quickly reach those production goals in order to conquer other asteroids. or something.
oh, and does anybody know if there is a way to set waypoints? that would be a absolutely genius, and would really allow the scope of the game to be embiggified.
anyway, this has been a really fun and totally useless thought experiment.