I never really thought about what the architectural style would be for #IridiumMoons until I started planning out trim sheets for wall textures. But I always knew exactly what it would look like.
Cloud City from The Empire Strikes Back and Jabba's Palace and the Imperial Bunker are obvious examples as they are the whole reason I want to work in a visual medium in the first place.

But I also now realized the set designs of Ken Adam for James Bond (and Doctor Strangelove) were always in my mind.

Both many iconic Star Wars interior styles and most Ken Adam sets have these big supporting beams that stick out from the wall, combined with dark, vault like ceilings. A bit inspired by Brutalism, but with much more wood and metal than just plain bare concrete. Which I think contributes to the really nice and often cozy lighting. Having low mounted lamps that either point at the floor or lower walls fit very well with that.
Another thing that I don't think features noticeably in either Star Wars or James Bond sets, but I think perfectly fits the style, are lattice work screens and room dividers.
The only concern I have with those is that I don't know how well those would work in low resolution texture environments. Some PS1 games have chain link fences made from 2D textures with transparent pixels which works fine, but it could get too noisy when you try to look at low-resolution textures behind them.

And while it's not an authentic mid-90s look, I want to have physics in my game entirely to decorate these places with big flags, banners, and awnings that can flutter in the wind. 😄
I think those look best on fairly plain architecture.

(And also capes and long scarves on characters.)

And a lot of illustrations by Ralph McQuarrie and in the Coriolis RPG have these cool patterned borders on plain walls and cloaks. Just five elements and its already a plan for a whole art style.