Plenty open for revision. Since the last ones aren't in the map yet, or have planet images, I just took guesses. If you need them to be more rim or border based, let me know.
Angel desc:
This is a border world, like most other border worlds. Barely big enough to have a spaceport, Angel isn’t the most popular tourist destination. While the colonists get by, if anything goes terribly wrong, it’s not likely that help will set things straight in a hurry. Angel relies heavily on imports for goods, which include some of the more popularily smuggled medical supplies.
Harvest:
This tiny little ball boasts some of the finest farmland in the sector. Though still mostly undeveloped, colonists have cultivated excellent crops here. Fresh fruits and vegetables are a precious commodity in space, and this is one of the best places to get them at reasonable prices. The colonists here are inviting and friendly. A small farmer’s market is nearby your landing site. It might not be a bad place to retire…
Highgate:
Not a black rock, but just about the next thing to it. This dusty, dry, desert planet has a tenuous atmo with more carbon dioxide and less oxygen than is generally preferred. What little vegetation there is here barely clings on. There is nobody here, which makes it a good drop point for higher profile goods. So far, the Alliance hasn’t taken much notice of this fact. As such, a fair amount of double-blinds take place here.
Lian Juinn:
This dust ball is fairly populated for its backwater location. Large mineral deposits make mining worthwhile here, which is about the only thing that is. Lian Juinn has plenty of disreputable miners, disreputable bars, and disreputable ladies. The best suggestion for travellers coming to Lian Juinn is not to come at all.
Salisbury:
There is not much here yet, but this is a pretty little green rock. The terraforming crews did a nice job. Several large ranches dot the horizon, and cattle ranching is a good business on Salisbury. This border moon is close enough to civilization to get materials like fences and barn equipment, but far enough away from civilization for the occasional shady deal to take place.
Deadwood:
The name suggests it all. To call this place rustic would be an exaggerated improvement. Even the vegetation planted by the terraforming crews has long since abandoned this forsaken ball of dirt. Its proximity to Reaver space doesn’t add to its colonial appeal, either. Deadwood is not a place to come unless absolutely necessary.
Aberdeen:
This Scottish-descended settlement is a planet of highlands. It has a wet climate, so the mountainous terrain makes settling in the more temperate mountain foothills impossible, due to all the flash floods and landslides that take place there. There is little to recommend this place, as it isn’t developed enough to export anything yet. Aberdeen is completely dependent on equipment drops for supplies, and the residents can tell you, those don’t come nearly often enough.
Whittier:
This rim moon is lifeless, airless, and meaningless to anyone but the smugglers that hang out in an underground cavern accessible by a collapsed crater basin. If being hunted by the Feds, Whittier is a decent place to go.
Three Hills:
This border planet is a good place to get killed. The people here are desperate. A former Independence world, this front line border planet was one of the first to fall, and so one of the first to be neglected by the Alliance. The people here have nothing, and have no hesitation about taking something if they want it. Unscrupulous deals take place on a regular basis here. Buying things here is virtually impossible, but if you have something to sell and you’re not to picky about the price or the risk of impending death, you can get rid of just about anything.
Kerry:
This dirty snowball is thought to be a captured Kuiper belt object from the outer system. It’s a dangerous place to land, since liquid methane and nitrogen geysers can shoot up under your ship at any time. It’s also rich in hydrocarbons, which can be converted into fuel with a clever mechanic and some interestingly-rigged equipment. If you’re desperate for repairs, or in need of emergency fuel, this is a risky place, only worth considering if desperate.
Muir:
This shady little planetoid is home to some of the more colorful settlements in the sector. The black market flourishes here, outside the generally patrolled regions of the Alliance territory. You can get almost anything here, if you’re wary of Alliance contraband patrol scans. Selling things here is always an interesting ordeal, as bullets are exchanged more often than currency.
Mostly good. I'm not sure about making so many of them not-very-inhabited; these were all in the Serenity Visual Companion, so I'd assume they were worlds with at least some political relevance (and thus population).
Gotcha. I've got to find a copy of that thing, it's one of the few that I don't have.