The 1 and the Prime
First Post
You've hit the nail on the head. This is the reason people accuse Planescape of not making the planes interesting enough. No matter how much detail you create for an infinite plane, you've only described an infintesimal amount of the plane; if you were to look a random part of the plane you would almost surely see just plain plane without any noteworthy features.
There are two solutions I would propose. The first is to simply say "planes aren't infinite". This is the solution I prefer as it matches the actual case for all practical intents*. Currently there are approximately 10 dead people for every living human on this planet, so that should give you a sense of scale relative to population density assumptions.
The second potential solution is to make a "center" of the plane, i.e. the place where most of the interesting stuff happens, and then gets increasingly generic as you radiate outwards. You could use this approach and detail areas as the PCs move, keeping them at the center of the "spot light". This approach would also allow interesting "stacking"; you can think of the "center" of the planes as being the skewer they all rest on, and different planes have similar stuff in the same "place" relative to the center, but with a twist that flavors them to the local plane (for example, the realm of Pelor in Celestia sits almost directly on top of the realm of Nerull in Tartarus).
*Keep in mind, even at teleportation speed there has not been enough time since the creation of the Multiverse to go literally an infinite distance away.
There are two solutions I would propose. The first is to simply say "planes aren't infinite". This is the solution I prefer as it matches the actual case for all practical intents*. Currently there are approximately 10 dead people for every living human on this planet, so that should give you a sense of scale relative to population density assumptions.
The second potential solution is to make a "center" of the plane, i.e. the place where most of the interesting stuff happens, and then gets increasingly generic as you radiate outwards. You could use this approach and detail areas as the PCs move, keeping them at the center of the "spot light". This approach would also allow interesting "stacking"; you can think of the "center" of the planes as being the skewer they all rest on, and different planes have similar stuff in the same "place" relative to the center, but with a twist that flavors them to the local plane (for example, the realm of Pelor in Celestia sits almost directly on top of the realm of Nerull in Tartarus).
*Keep in mind, even at teleportation speed there has not been enough time since the creation of the Multiverse to go literally an infinite distance away.