I guess it's time to post some concepts for the Anargo sub, as promised.
1) Poor worldLocation: Anargo sub buffer zone
Tech level: 5-7
Population: Hundreds of millions
After millennia of mining, the thin planetary crust of this world is practically devoid of valuable minerals. Fossilised fuels are long gone, and so is the ability to manufacture promethium. In addition, greenhouse effects have caused deserts to spread across most of the planet, and agricultural export has ceased. As the world's economy has declined, the level of technology has followed, and many regions have fallen to a black-powder level of technology, where advanced equipment such as computers are nearly considered relics.
Since the world has very little valuable resources, the Imperium has let it decay for millennia. Still, as a part of the Anargo sub's buffer zone, this poor world has strategic importance as a first line of defense against possible splinter fleets from the ork empire. As such, the world has a relatively considerable defence, and large (but poorly equipped) armies. This would be a world where you'd see such rare things as Imperial tanks running on steam, medieval-style regiments mounted on horses, and so on.
[Note: I was looking for a way to introduce a low-tech world in the Anargo sub, and realised there was no way there could be one if said world actually had resources. That's why I ended up with this.]
2) Garden worldLocation: Anargo sub trade spine
Tech level: 7-9
Population: Tens of millions
Well, we should have at least one of these in the Anargo sector, shouldn't we? And the Anargo sub seems like the right place.
Located right in the Anargo sub trade spine, where there is most interstellar traffic, the Garden world has little value to the Imperium. There is some agriculture, but only enough to meet Imperial tithes and keep the planet running. The agriculture also generates extra traffic, which facilitates travel to and from the garden world.
The gardenworld is a moon orbiting a large and inhospitable rock of a world. Being a moon, the gardenworld has a very low gravity, which suits most of its rich and overweight visitors just fine.
[Basically, this world has no real impact on the Anargo sector, but adds a little bit of colour]
3) Industrial worldLocation: Anargo sub trade spine
Tech level: 9
Population: Hundreds of millions
I'm going to try and develop the concept for the tidally locked industrial world with the extremely strict laws and ruthless dictatorship.
This industrial world is tidally locked, with most of the population living in the 'twilight band'. Vegetation is contained in a few isolated regions/continents, but more than enough to feed the moderate population. The atmosphere is not breathable for long periods of time, due to extreme pollution and a mild gas taint.
As mentioned elsewhere, the government has very much power, and the people generally have very little. They're not all too concerned about that though, because they're constantly brainwashed about the greatness of their culture and their dictator. In terms of philosophy, the world has developed a strong sense of Darwinism and 'Istvaanianism' (for those familiar with philosophies in the Inquisition). The strong are glorified, the weak deserve to die.
This world has good relations with the capital and the rest of the tradespine, but its contempt of weakness has led to weak relations with some of the less important worlds in the subsector, and the rest of the sector. Historically, this world has proved unwilling to help worlds in need, holding the belief that the weak must be sacrificed if the strong are to survive. Protecting worlds such as the 'Poor world', Heleonis and younger colonies is a waste of time.
4) Agriworld / Mining worldLocation: Anargo sub buffer zone
Tech level: 8-9
Population: Million
Though this agriworld has a 90-100% hydrosphere, most of the world is actually covered in a very thick layer of ice. Underneath this ice, an advanced ecosystem is flourishing, with all kinds of tasty treats. Large amounts of seafood is brought to large factories, where it's all either frozen or grinded into paste and shipped offworld. In the same system, you have a newly colonised mining world which is growing in the same pace as the 'poor world' is shrinking.
The thing is, whilst the commander and citizens of this system want the mining world to grow into a rich and prosperous 'industrial world', and their agriworld to increase its population to become a 'civilised world', there are forces that would rather see the system dedicated to defense and evolve along the lines of a 'fortress world'. In other words, there's a conflict about profit versus safety.
5) AsteroidsLocation: Anargo sub buffer zone
Tech level: 9-A
Population: Tens of millions
Interestingly, this system has no colonised mainworld. Instead, the Imperial colony is found in a very wealthy asteroid field, divided in between a number of space stations in the outskirts of the asteroid field, where it is least dangerous. The colony is constantly threatened by crashing asteroids, and very vulnerable to attacks from pirates and aliens, but is fairly well protected.
In this massive asteroid field, many corporations have invested in buying their own small space stations and mining space ships, creating a rich and diverse intra-sector community, similar to the gold digger communities of the wild west.
The corporations from other subsectors are constantly in demand of more defence from asteroid crashes and enemy attacks, but forces in the Anargo subsector seem more interested in protecting their own herd, rather than these outsiders.
Note: These are very basic concepts, of course. I'm just brainstorming, to see if anyone finds any of this interested. If nothing is appropriate, that's fine. After all, I did think them all up in one go