Once you got the tests worked out, don't forget to apply the
System Swaths model key. This will ensure a nice open feel.
I have one addendum to make to the Model key, and that's about distance between planet swaths. When setting the distance between two planet swaths, the larger of the two bordering ones should be used. As in the case with jupiter and mars. If you used Mars' swath to set distance, you'd probably end up with Jupiter's swath overlapping it anyway because of it's extreme size.
Anyway, some things to note.
As far as any unnamed asteroids go, just name them 'rock' . Because that's about all they are.
Of note, the asteroids for the future game features will be used for asteroid mines, not colonies, so if you just want to copy-pasta a bunch of blank 'no-life' stats all over the board, go ahead.
Some object notes I must cite though, are the Jupiter trojans, one set at each of Jupiter's orbital lagrange points sixty degrees up and down orbit from jupiter proper. I'm not sure how much you went through, but I kind of randomly started wiki surfing the sol system after I finished posting, found some really neat setups.
I don't think the Jup Trojans will really work in SF's orbital system though. Any asteroid on a different orbital radius from jupiter will go slower or faster.
Really, I could be stating stuff I don't need to because you know what I had in mind. But I must emphasize that once done with the test system, the System Model Key I developed be implemented. (Though, I think you understand that too...)
EDIT: What you've got done looks REALLY good by the way. Keep it up. Soon we'll have a new SOL SYSTEM to be the REAL Sol System of this game.
EDIT 2: Waituminute!
If we're in control of the code, maybe I should just suggest we have a new object locked into place. 'Lagrange points'. A step out from moons. OBjects will follow a planet around in it's orbit and have a position based on where the planet is. I'll have to think about.