So using a single Seed for each plate isn’t going to work, especially on the bigger maps. And it was looking so simple and elegant too… 
Here is an image of plates that have generated but do not affect terrain formation:
The terrain would probably actually look alright since the land seeds would be randomly distributed inside each plate(an grow from there), but I would rather get the plates looking as organic looking as possible from the get go.
I am going to have to work out a system that uses multiple seeds.
The problem with multiple seeds is keeping them generally clustered together since otherwise plates will try to overlap. That might require me to roughly pre-position the seeds in certain areas of the map, which I was hoping to avoid on the random generator. If you are trying to mimic the earth, that is actually advantageous since I can fine tune how the plates form, but for more randomized distribution I am not always going to want a globe spanning antarctic plate as you see on earth. So, I need to get it as random as possible first, and then for more fine tuned map generations I can just tell the seeds where to drop. Any map gen that has specific settings such as Terra(Earth-like), X Continents, Inland Sea, etc will have roughly preset seeds that cause specific conditions to occur.
So I think for the Random Tectonic Generator, players will not be able to choose the exact number of oceans and continents since I won’t be able to guarantee they get a specific number. Instead they will choose from a range similar to the other settings. They will choose the ratio between Oceanic and Continental plates, and then they will choose the Uniformity which will range between more and less plates.
Edit: Mmm, maybe I will use those plates and generate a second set of Seeds inside of them, and then the true plates would form from them. That would be a good way to Box the seeds in while keeping the plates randomly located and shaped.