I think it's a good design choice. You don't need to look up planet names that much during play - the game does a good job of showing you where things are in a positional manner. It leaves more space on the map for crucial information like icons. You see the name for the planet you currently have selected, and you can always hold a key to see all planet names, but I found that in the last 80-planet game that I won (difficulty 6), I showed all planet names five to ten times max - that over the course of 10+ hours.
This isn't a hill I need to die on since there is a setting to turn them all on, but here is where we get into the mechanics of veteran play versus new player play.
I consider myself a new player despite having about 100 hours in AI War 1 and 15 or so in 2. I have never, not once, won a game. I remain at Diff 4. I'm not a good player. That's not the game's fault, I'm just bad at games. But it does mean I tend to experience the game more the way a new player does.
You suggested: "the game does a good job of showing you where things are in a positional manner"
And that's simply not true. If I Q-spin a system map to get a different angle, it NEVER goes back to the original position, which means all of the wormholes are out of position, which means they don't conform to the positioning on the galaxy map, which means the ONLY way for me to correlate the two is by having the names turned on.
Now the obvious rebuttal to this is, don't Q-spin the system maps. But that's not how a new player is going to experience the game. They're going to see this as a non-isometric RTS and they're going to treat it that way, and they're going to spin the map to get different viewing angles. The mere fact that there are gorgeous 3D ship models in the game INVITES players to do this, to get nice satisfying visuals.
The way information is presented in AIW1 and AIW2 is quirky. On the one hand it's insanely detailed when you hover over things or use certain interface controls - to the point of oversaturation in some cases. But on the other hand it displays a lot less information directly on the screens absent user interaction. (Insert my rant about the icons again here.) I really appreciate the recent changes and I find the game considerably more playable now just because of those UI adjustments, but there is so much more the game could show me simply and easily such that I can just look at the map or the system and know what's happening without having to be a veteran player.
I think some of us are falling into the perspective trap. (I do so as well, probably just as often, but from the other side.) Those of us who know the game intimately assume that the way we're receiving information from the game is the most efficient or the most effective because we already know how to interpret it. But this game is in early access. When it releases, the vast majority of its players will suddenly NEVER HAVE PLAYED THE GAME BEFORE.
I really don't want them to bounce off the way I did.