thats very true...and yes in most builds..you halve t look for inspiration, then a theme, then the practicality, then the interoior design, then the placement, then the audience range, then the sl sim lagment features, then sl abilties and physics, then comparison, then fitting it in, then the impact, then beta prim testing...
I found this list fascinating and impressive - must admit (as someone who really doesn't build anything much at all) I had not realised that it involved so many different facets ...
..theres much more that goes into my builds, problem is, it takes time to build something, wether it be emotiions toward somebody, an object, a building, a rule, and most of the time, people bypass that......hence why i, like many others detest it when you get told to take your child apart, or hurry up, or replace it, simplty because all of these things take time, i really want to teach this to people, awareness of impact aand structure of buildings is nearly always missed when really, its what makes a builder their build..
This really struck me - I'd never thought of building as the development of a relationship (emotions toward somebody) or community norms (a rule). A really interesting observation - puts building in a whole new light for me. 
Also helps explain why getting folk to think in terms of 'just in time builds' (ones you keep in your inventory and get out when you need them) has been so strongly resisted.
I find building planning comes far more naturally to me. I will think of a purpose and then look at the landscape. I picture what I want, and just start building it. Some of the time I will then delete everything and start again, making everything twice as good as before. I don't plan for ages in advance and find inspiration comes very quickly.
If I get told to 'take my child apart', then I will try and help the builder who is replacing my build to make his or her's the best replacement possible, I find this helps.