Currently, a given biome (e.g a forest) will always spawn at roughly the same height above sea level, with the same grass/foliage colour. This is because each biome has fixed values for depth, temperature and downfall - parameters which control terrain height and grass colour. As a result, every time you come across a specific biome, it looks pretty much the same. Most of the possible build height and grass colours are not used by the terrain generator.
My suggestion is to utilise depth, temperature and downfall as continuous variables, rather than discrete ones, and make them intrinsic properties of the terrain, rather than hard-coded properties of a given biome - the height and grass colour would be independent of the biome type. Each block in the world would have a value for depth, temperature and downfall, generated by a noise map. Biomes would all be assigned a range of values of these parameters that they can generate in. Biomes would be assigned block-by-block based on how well they fit the combination of parameters at that block.
Such changes would mean that proper highlands and lowlands could be generated, creating rolling mountains and beautiful valleys/lakes, utilising much more of the available y-space. It would also mean that, even within a single biome, the terrain height and grass/foliage colours would vary, and would transition smoothly between biomes. Overall, these changes would make Minecraft terrain and biomes far more diverse, dramatic and immersive.
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