I'll think about how we could do it. I mean, certain cults that want to build things that won't really be good or bad wouldn't need to be stopped, and the cults might make them happy, but if they start worshipping elder embodiments of destruction and chaos, it's going to be difficult to really make that internally consistent with the narrative if you want to just try to harness that without your settlement burning down. I do like your general idea though, and being able to make that distinction would require that, as you said, you could find out something about them.
One possible scenario right now to attempt to allow for this sort of thing, would be if you were well-liked enough by say, a faction of crater beasts, that it would allow you to have crater beast cults that wouldn't suddenly become uncontrollable, and they might gain some benefits from being in what is now (essentially) your church.
It would take a bit of work to gain the rapport with the crater beasts, perhaps over one settlement or more, but I think that would give you some of what you're after while still allowing for cults to other vengeful forest creatures to be anathema to that settlement. I've been considering different cults as essentially different extremist belief systems, and by that measure, I doubt they'd like each other much.
Regarding the UI clutter response, yeah, we're going to try to attach different "reports" to different administrators, but that's very up in the air right now and might change through development. UI is a weird thing in that some decision can feel like a good one at one point, but further along it's clearly not.