How the landscape will be different.
So, biomes asides, there are a few ways we will address making the landscape more accessible to building, easier to chop down trees, make saplings less confusing, and enhance the overall look.
For one, the shrubland will have less gymnosperms and be more akin to shrubs instead of small larches and pines. Those trees will be more noticeable in high alpine settings. Instead, it will be much more open, having better vistas of nearby forests.
Oak forests will be much less dense, allowing for easier tree chopping and navigation. The largest trees are reserved for rare subbiomes such as the old growth forest and dark forest (the latter being a slightly more fairytail version of the former).
Redwood forests are currently aimed at becoming all acacia leaves/wood, as to make it easier to get the wanted tree from a sapling. In fact, all trees are going to a more basic setup for the same reasons. The only seeming randomness will be shrub-type trees, which are smaller, and provide variety without causing stress from having them spawn.
And furthermore, the scale of the trees to the landscape is greatened because of all of this. Even if the same generation were to stay, the biomes would seem bigger still. Regardless, larger biomes will be a goal, which will require some substantial overhaul to balance it all out again. But it should be worth it.
These changes are of course giving up some of the aesthetic potential of the custom landscape to provide better gameplay. And, as an additional perk, this all should allow for fire spread to be enabled without wiping out the entire map.