The problem is that when I add new buildings, unless they pop up constantly, people complain about not being able to find them.
When I made the giant oil refinery, I wanted it to be a fun discovery. I purposely left pictures out of my mod portal. I wanted a sense of discovery and amazement at how big it was. And originally I had it appear pretty rarely, mainly because I had it spawn perfectly in ratio of need for Assemblers to Furnaces to Oil Refineries needed to produce 10k science per minute. I had it spawn what I thought was a perfectly balanced amount of the time based on need, but I got a TON of complaints of people having trouble finding it and complaining how much they needed to explore. That was one of the parts of the oil refinery I was excited about.
I ended up doubling its spawn rate, but halving its crafting speed so it'd still be appropriately ratioed with the other buildings, and still people thought it wasn't spawning enough, but I didn't want to increase its spawn rate anymore.
I've had requests for labs, separate chemical plants, centrifuges, etc, but those all run into the same issue as the oil refinery except even worse and more rare.
I've also had request for buildings with set recipes, which I've been told is similar openTTD, but the problem is that just in the base game alone there are 200+ recipes... if you were looking for one particular recipe, you'd need to spawn a lot. Even if I were to programatically limit it to recipes that lead up to science packs, it is still way too many. I haven't played openTTD, so I don't know how they manage it, but I'd assume they just have way fewer recipes.
In 0.17 they introduced a new feature called recipe_lock, which would make setting recipes to an unchangeable recipe easier, but I haven't come up with a good system of balancing that.