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So like I think this is already somewhat integrated in vanilla SE. For example, AFAIK, the Earthlike planet doesn't have any Uranium at all, one of the moons (Europa?-like) doesn't have hardly any stone, just lots and lots of ice (lots of hydrogen~), and none of the moons have gas (no atmospheric thrusters; O2 on the moon-moon is hard to come by; etc.).
As per ratios, the only way that could really be accomplished would be by creating new recipes and new ore types, "rich uranium", "sparse uranium" etc.
I think the vanilla way of doing it (simply not having certain types on some planets, with others literally in infinite abundance) basically accomplishes this goal. Though your method would be a much more realistic implementation of it, assuming the game designers don't simply automate dense/sparse ores into their engine in code, it would require dozens of hours of alterations and testing.
As I already have had a hard time updating my mod to ore-focused updates (i.e. as for the last survival overhaul, I still have about 20% of the ores that need re-tinkered with), were I to add 3x as many ores, I'd probably not be able to keep up. Plus it wouldn't work on custom planets.
That said, there are actually a lot of unique engineering challenges already built into the different planets/moons.