Wall adder tend to be slower and more complex, since you need to check for connectivety between all nodes after placing your wall. It would be easier to assume each segment generated by delauney triangulation is a -potential- starlane (a direction travelable from that particular cell/star in the maze.) Real starlanes would be added, rather than removed.
I really want to avoid crisscrossing, aka weaving.
(could have a loop with no dead ends, but which isn't connected to other loops) so we'd need an isolation remover (as on page).
With the Growing tree on that page, there's no need for dead end checking or an isolation removing step.
Alternatively, we could generate systems at the same time as lanes, using a crack maze-like algorithm, though interfacing this with galaxy shape geometry and such might be difficult.
imho, "simplest" method:
1: Generate stars as they are now.
2: As each star is generated, update delauney triangulation.
2: Use a maze generation to add starlanes.
Yes, it'll be a "crack" maze, but there's nothing special we would have to do to make it so.