So you want to make a FTL-like random star map with lanes?
Turns out this is actually rather difficult. Difficult but not impossible. Took me ~3 hours to figure it out and I have some experience with doing random generation in construct. The solution involves a fair deal of loops, functions and some array operations. Not sure if there are simpler ways to do this.
First of all you need your lanes to know to what they connect, I added A and B variables which store the ID of nodes which the lane connects. Connecting them in a sensible manner is the tricky part.
Basic idea was: generate nodes, after nodes are generated create lanes to 3 nearest other nodes, after all lanes are generated you delete duplicate lanes. To find the 3 nearest node you need an event sequence that for each node stores the distance to all nodes (including itself) in y=0 and the node ID at y=1 in an array's x element. Then you sort the array by axis X, go through elements 1 to number of lanes and create lanes to them.
Hardest part was deleting duplicate lanes actually. Took me an hour before I figured it out, the solution was surprisingly simple and short.
Linked capx with my solution below, right click-release generates new node set. Please bear in mind that it has 2 problems which you will have to figure out yourself.
1) It is possible to generate node "isles" that are fully disconnected from other isles, the smaller the numbers of MaxLanes the more likely this is to occur. Wonder how the FTL guy solved this. He probably wrote code that checks if there is a path between the starting and ending node and created one if needed, that's the efficient solution. The lazy brute-force solution is to check if there is a path and if not generate the whole nodemap again.
2) Sometimes nodes overlap, this should not be too hard to fix. I would do a function for that after all nodes are generated but before you start generating lanes, that offsets overlapping nodes.
Also, compared to the image you attached, it has overlapping lanes. But that could be fixed some clever overlap checks, you would put lane in a family, check if the family object overlaps a lane object, mark for deletion (similar logic to removing duplicates).