Sorry for the delay in reply, I missed the notification for this one.
I am currently working on a large rewrite of SCP Clicker to improve the core of it and mechanics. In regards to your first suggestion, the only thing I do to reduce randomness is that more difficult SCPs appear over time, so that you won't have your first found SCP immediately destroy the world. (Currently, this isn't really done, but none of the entries are particularly dangerous except for one (which I think has a condition required that makes it more likely you will be able to handle it).)
Additionally, the only end-game state is losing. There is no beating the SCPs, there is only perseverance. I might add a win condition based on containing all containable SCPs for a certain period of time, or destroying all destroyable SCPs and containing others, or some variant on that idea, with enough research and all safety protocols in place (without having a negative cash flow).
As for the SCP list you provided, I may use it, I may not, but my ultimate goal is to have all SCPs in the game. In the meantime, I plan on implementing a mod API at some point so people can add their own SCPs, events, research, etc. And probably the capability to modify core parts of the game as well (like replacing or removing existing features), but that won't be in the initial modding support.
Thank you for the suggestions, especially as you made me consider a win condition, something I never thought about before. (I just assumed it would always be a never-ending game, with losing as the only true ending. You 'win' by quitting before losing. xD)