There's a casual voxel (Minecraft-ish) MMO called Boundless which allows players to build as many houses as they want, using a beacon / plot system. Every planet is smoothly divided into square plots, and a character has a certain number they can distribute across all their beacons.
What's more, if you develop a particular beacon enough, all of its plots "reserve" the spots 2 plots out from theirs, preventing any newer beacons than yours from claiming those plots. (All plots "reserve" the plots above and below theirs regardless of prestige.)
This is balanced by the game auto-generating new planets based on player / plot count, and by the fact new characters can simply choose where on the planet they spawn, complete with a button to swap between a geographic view and a highlight-player-buildings overlay.
Also, beacons need to be fueled and will expire otherwise, causing its plots to regenerate back to a natural state soon afterward.
So, my suggestions for Fractured are:
New characters should be able to scroll over their starter planet and pick where to spawn. This way, new characters can just pick an unsettled area to put their house down.
The game should keep track of how many houses there are on each planet, updating at least once a month (or once a week would be better.) Each planet should then auto-scale or auto-expand itself thru new continents etc. to be several times larger than needed for how many houses there are, to avoid shoulder-to-shoulder syndrome. The planet never scales down if the house count drops, only up if the house count expands sufficiently.