Anomalies might come in two types: 


- consistent anomalies : the ones we have now that apply flat bonus/penalties


- contextual anomalies : anomalies that bestow a bonus and/or penalty depending on the conditions of the planet they're on.



Say we take the Ice-10 anomaly and turn it into a contextual anomaly.


When it's applied on galaxy generation to a planet that's temperate, it has the +2 science / -10 approval statistics we currently have. However, if it's applied to a planet that's very hot--say, Lava or Ash--whether on galaxy generation or through terraforming, we lose that +2 science due to the loss of the cold extremes it needs to exist in any meaningful concentration.


In turn, by melting all major Ice-10 deposits, we expose Ice-D10 instead--Dust trapped under Ice-10 for millenia that's become compacted and crystallised. Because of how interesting and visually appealing the exposed I-D10 is, it gives a small bonus to approval. The unique shape the crystals take becomes a pop culture reference to a certain massive fantasy RPG, and also gives a slight Industry penalty for being so distracting it disrupts work across the entire planet. It gets very popular for some reason, or something like that.


Contextual anomalies can either be reversible or not, but either way they might serve to add a layer of consideration to terraforming or even colonising planets on top of the choices we need to make as is. They might also feel intuitive--changing the landscape of an entire planet should naturally affect the things that live on that planet, whether it be your colonists or the giant space-hugging tree your colonists live in.