the mod On Wayward Seas (https://mods.factorio.com/mod/wayward-seas) has multiple things to make Glebna both easier and more rewarding to build on. This includes "cultivated water cane" which can only be built on wetland and at Glebna pressure.
(I plan to post a thread on their mod page as well and mention this exact behavior, as well as my ideas and hopefully we can figure out a solution because I think this could be really interesting)
Since the wood flooring is probably meant as both a wood sink and an early footpath, what if:
When On Wayward Seas is installed (or Dredgeworks, since that is a requirement), the wooden flooring is made more expensive and "floating", so it'll work like the refined concrete in that mod where it's place-able over water, but wooden platform can't be placed on land.
That makes a "fulgora islands" style of map generation feasible for Lignumis (a baby Norbert is still wet behind the ears, right?) and for balance maybe make it so the wooden platform can only have wooden industry built on it and landfill (later refined concrete) is for the heavier stuff.
Also, I will mention this there too, if after visiting Glebna you want a manner to locally produce iron and copper, the cuttlepop and sunnycomb from Wayward Seas could be changed to a range of pressures between 1000 and 2000,, and the pressure on Lignumis could be adjusted a bit to match that range so we can simulate spreading alien fungal species to new surfaces for industrial profit.
There's also volatile resin from that mod that could be useful in later game in flamers on Linumis that I plan to mention.
Also, making these changes dependent on the presence of the Dredgeworks and/or On Wayward Seas mods won't affect balance in the main branch and can be compartmentalized to whether or not floating industry exists elsewhere in the galaxy.
Also also, Cargo Ships is a dependency in that mod, if you wanted "later game" oil accessible on Lignumis a little easier when it's all islands and floating wooden platforms; there's a "offshore oil" resource with that mod that's accessible with either some form of foundation and pumpjack or an offshore rig after chemical science.
I haven't even gotten to steam science but I know this will most definitely be a large number of hours sunk into this play through.
I might ask later if Planet Picker will be supported for multiplayer games once I convince a few friends to suffer with me... I will let you know how it goes.