Even with the executable version you can tinker with the rules files under the project directory, as they are pure source dynamically loaded at runtime. If you don't mind dirtying your hands with a little Python that is. It's not all that different from what you're familiar with, and you can both modify the world attribute definitions (add new attributes, for example) and tweak the world generation algorithms.
Simon Hibbs
I might tinker with it a bit. Python syntax doesn't seem too outré. I already have quite a bit of time and effort invested in a Visual Basic starmapping program of my own, though (always a work in progress, one that will probably never be completed because there's always just one more feature I'd like to add). I like using 3D and real star data, and I think it would take a substantial revision of the StarBase code to make it do either of those.
It could be faked with much less programming effort, I think, by just adding a Z-dimension tag to each system and creating multiple projects with sectors that stack logically on top of each other. The onscreen navigation wouldn't support the concept, but the subsectors could be printed out and referred to in tabletop play.