Thanks Mansh00ter...
(I know a lot of people's Anti-Troll filters have been set to HIGH because we are all waiting for 1.1 proper, and waiting causes frustration, so the disclaimer is understood)...
Actually, I was considering rewriting the program from scratch, because one never thinks of the best way to do something the first time...
Right now, the program simply uses polar coordinates to wrap a sheet of points 41 across and 21 high. In a rewrite, the sheet needs to be 3X2 all the way up to 60X30, with everything in-between (sort of how the backbone in SPORE works, but in both directrions)... ...and all the features need to be rewritten to handle variable mesh sizes...
As for the UV stretching, I could simply write an algorithm that slides points around to fill in all those gaps that cause the stretching. The other thing that causes the stretching is the way the sheet of points is wrapped into a sphere (I'm trying to figure out a reliable way to keep the points from concentrating at the poles of the object, as caused by the algorithm)
I already have spare mesh-data-sets in place, which is the backbone of making the saved mesh contain several shapes at once, but I would still need to make the display show them at once, and to save them in one mesh file...
Right now the program is at the point that the best thing to make it better is to redo it (a lot of the algorithms can simply be transferred, or rewritten quickly)... ...However, my interface and display are simply terrible (compared to anything 3D out there), and to do it right, it would need a display engine as powerful as SINS
With only one mesh to display, the SINS engine would handle it with no problem, and the slow part would be all those iterative calculations needed to merge all the primitive shapes (something SPORE skipped over by making a ton of preset parts (with cutesy names))
With just a simple addition to my code, my program could save meshes in algorithmic mode, instead of as a mesh, allowing for the algorithm to be imported back in (you could save and load your own parts, and make engines that could be swapped in on the fly)... ...But if all the parts cost a thousand triangles, it gets big very fast, this is why I would need to make the algorithm handle variable sized meshes. Little things like antenna could cost 12ish points instead of doubling the info for a minor add-on... All the pieces are roughly in place, but for it all to work, it needs to be rewritten.