There are a number of problems with this gameplay dynamic, however. The big one is that with a complex simulation you have little control over the performance maximas and minimas. What if, for example, the simulator decides butterfly wings are a universal detriment? At that point, you might as well remove them from the game, since no one is going to use them. What if the simulator decides that there is a "best" creature design, and that it is a three-mandibled octopod? That will become the design that most players use.
You really don't want a "best" creature. What you want, ideally, is a rock-paper-scissors stalemate, so that players try out multiple designs, each of which has advantages and disadvantages. This is hard to engineer with a simulator. So, instead of using the simulator directly, they built a separate creature interaction model that they had more control over.
I think this was the right decision and that choosing the alternative would not have significantly improved the game.
http://sporedum.net/2008/11/05/will-wright-on-science-vs-cut...
then, some other people came in to help get the game produced and completed, there was an internal power struggle, and instead it got hijacked, re-done, cartoonified and scaled back in the name of making it marketable and to finish it on time.
iirc, that is.