DiegoM that is interesting.. and I agree a random event or some sort of narrative is probably the way to go to make the level different however, I still think the real problem remains.
If I make the level super fun and the most exciting thing ever... why should they go there again? I feel its a really small subtle thing, something I currently don't have at all other than that little ship on its way heading back there.
There's no immediate sense of: "okay, I need to play that level again". If there were an expansion checklist (not that I want to enforce X number of visits) then at least the player would see the progress bar and know "okay, I have to go back there" - being in the level and realizing it is the same repetitive task is after the fact. I need them to want to go there without thinking about what they will be doing... if that makes sense?
this first map really highlights the issue. the player (at first) can only reach the system closest to them (I revealed the whole map just to show it - but the player only sees that 1 system next to them).