I am of the opinion that not all start worlds are created equal, and your start is crucial to creating your "snowball."
For the current season ruleset, this is my opinion of the worlds (rate 1-10, 10 being overpowered and 1 weak)
Old Earth: not bad if you have a non-military windfall but generally terrible: 1/10
Epsilon Eridani: It's not terrible, but fairly unspectacular: 4/10
Alpha Centauri: This is a really good one, probably the best from the original set, as income is your initial need, and it is already partially fulfilled: 8/10
New Sparta: generally reliable, but not as dependable as AC: 7 / 10
Earth's Lost Colony: not great and slow unless you can get the +2 to novelty good world sale, but generally the production worlds put you behind a turn 1 settle / consume 2 / 10
Separatist Colony: This is just a better Epsilon Eridani, the explore +2 is useful : 6 / 10
Ancient Race: 8 / 10: the -1 card hurts a bit, but every bit as good as AC
Damaged Alien Factory: slow like Earth's lost Colony but at least the sale is worth more, Again it puts you behind: 4 / 10
Doomed World: Can be situationally good if you draw a good juicy world, but slow like the other big producers. Unfortunately, none of the really good non-military windfalls show up until Brink of War: 4 / 10 in this expansion
Rebel Cantina: Pretty good for the produce power, but doesn't give you a windfall to start so situational: 5 / 10
Galactic Developers: Almost always good, completely unstoppable if you start with interstellar bank / public works or even the pan galactic research, this card is definitely OP: 10 / 10
Imperium Warlord: Kind of a hybrid New Sparta / Separatist Colony, but give me the extra military non situational on rebel worlds: 5 / 10
Gateway Station: probably the crappiest of the newest ones, only good with spice world that gives +2, early consume two goods for 3 cards is slow and generally terrible: 3 / 10
Abandoned Mine Squatters: better than Earth's Lost Colony or Alien Factory because of the +1 military, this one is quite decent: 6 / 10
Terraforming Colonists: very good card if you start with a windfall, the produce on a windfall is huge: 8 / 10
Industrial Robots: A slightly worse Galactic Developers, but with similar snowball potential, just a little slower: 9 / 10
Star Nomad Raiders: early income is crucial and here you have a card which gives it to you, this is a fantastic card and when I see it I almost always choose it: 9 / 10
Galactic Trade Emissaries: About on par with Star Nomad Raiders, probably better because it lets you get more expensive military worlds early and a free leech on any consumes immediately: 9.5 / 10
I'm wondering if my ratings match up with the metrics?
For the current season ruleset, this is my opinion of the worlds (rate 1-10, 10 being overpowered and 1 weak)
Old Earth: not bad if you have a non-military windfall but generally terrible: 1/10
Epsilon Eridani: It's not terrible, but fairly unspectacular: 4/10
Alpha Centauri: This is a really good one, probably the best from the original set, as income is your initial need, and it is already partially fulfilled: 8/10
New Sparta: generally reliable, but not as dependable as AC: 7 / 10
Earth's Lost Colony: not great and slow unless you can get the +2 to novelty good world sale, but generally the production worlds put you behind a turn 1 settle / consume 2 / 10
Separatist Colony: This is just a better Epsilon Eridani, the explore +2 is useful : 6 / 10
Ancient Race: 8 / 10: the -1 card hurts a bit, but every bit as good as AC
Damaged Alien Factory: slow like Earth's lost Colony but at least the sale is worth more, Again it puts you behind: 4 / 10
Doomed World: Can be situationally good if you draw a good juicy world, but slow like the other big producers. Unfortunately, none of the really good non-military windfalls show up until Brink of War: 4 / 10 in this expansion
Rebel Cantina: Pretty good for the produce power, but doesn't give you a windfall to start so situational: 5 / 10
Galactic Developers: Almost always good, completely unstoppable if you start with interstellar bank / public works or even the pan galactic research, this card is definitely OP: 10 / 10
Imperium Warlord: Kind of a hybrid New Sparta / Separatist Colony, but give me the extra military non situational on rebel worlds: 5 / 10
Gateway Station: probably the crappiest of the newest ones, only good with spice world that gives +2, early consume two goods for 3 cards is slow and generally terrible: 3 / 10
Abandoned Mine Squatters: better than Earth's Lost Colony or Alien Factory because of the +1 military, this one is quite decent: 6 / 10
Terraforming Colonists: very good card if you start with a windfall, the produce on a windfall is huge: 8 / 10
Industrial Robots: A slightly worse Galactic Developers, but with similar snowball potential, just a little slower: 9 / 10
Star Nomad Raiders: early income is crucial and here you have a card which gives it to you, this is a fantastic card and when I see it I almost always choose it: 9 / 10
Galactic Trade Emissaries: About on par with Star Nomad Raiders, probably better because it lets you get more expensive military worlds early and a free leech on any consumes immediately: 9.5 / 10
I'm wondering if my ratings match up with the metrics?