I don't doubt we could cook up a magic system procedurally producing magic systems that can easily be distinguished from one another, the main problem is wanting to replicate magic systems that depend on physical structures.
Your run-on sentence is mangled, I'm having a lot of trouble understanding what you meant with it. Such as "distinguished from one another", and "physical structures" in relation to the generator replicating other magic systems. Your next paragraph makes things even more confusing. Could you try checking for misplaced modifiers in your grammar? Or just generally making smaller, complete sentences?
I was saying how it is important to consider how magic should be related to physical structures
If we built in game 'workshops' that were for specific magics, it'd almost guarantee that they should be there (or why would it be there in the first place?) Unless you start going into tech trees of magic =/
Or if magic were linked to a landmark in the landscape (like say swamps filled with blue plants) to give such a magic a chance of being the landmark is made, but that automatically guarantees it a place simultaneously if you were to have a 'quota' of how many magics there are in a world.
Magic systems I could recall of would be the elemental, nature, 'pure' combative, working, pure, corrupt, scale and theoretical.
Elemental being more of a scientific approach I guess splitting magic down into elements (or spheres). Could also imagine a more 'martial arts' usage of it with all manner of things from psychics to magicians having 'tuned' to a specific element or something. (already mentioned I know but it helped my train of recall)
Nature, pretty much tuning into life and the universe sort of thing, using connections to acquire energy and control to cast spells you need, simplest being fertility magic to get plants to grow and 'grandest' steering far away comets and stuff.
'Pure' combative gets into more flavourless magic missile stuff, but is all centered around fighting and gets into ki stuff and what you might call 'physical' magic.
Working magic is simply magic put to use in the workshop, simply, maybe humble, but like any trade something you refine all your life.
Pure, only way I could honestly describe what you might call holy magic without creating immeadiate associations to being holy or being light vs. darkness or anything. What is typically shared is 'pure' feelings of kindness etc. so I call this the magic of being nice healing, empowering, (bringing back from the dead maybe) etc.
Corrupt, Pure's opposite based on corrupt intention, you could say killing, but I'd say painful death, curses, necromancy and generally upsetting everyone (is not be be immeadiately associated with darkness or anything like that)
Scale, for those acts of magic that are just big or small beyond comprehension, easily associated with other kinds, but in a class of its own for requiring thinking outside the box, or those that can't think inside the box to start with
Theoretical, flavourless like combat and working maybe, but I'd say this is the 'comprehension' of magic at its smallest to largest levels, making use of the innermost mechanics to get the job done with efficiency (i.e. magic nobody but your enemy supervillains will use, or that old guy in the shack)
I'll admit those are somewhat generic >.> though genericism is still worth having around when you consider what might happen if procedurally generated magic juggles them all up in a box =3