So, I realized a few things. One, biomes are calculated based on the distance from water, elevation, and randomness? Two, that randomness, water, and elevation are calculated from the seed, and so every time you run that seed you get the same result. Three, elevation and water are changeable by the player.
I propose that every spring in-game, that calculation is rerun, and the biomes are adjusted accordingly. This means that if a player levels a mountain, it might go from a rocky hills to a flower plains, or if the player covers up all the ponds and rivers in an area, the surrounding area might go from a temperate rainforest to a deciduous forest.
This does require dynamic biomes, where plants grow and die (otherwise changing the biome wouldn't do much), but this should also allow for players to terraform their world, perhaps getting new plants that their world didn't start with. I imagine that this would be a fun aspect for everyone, some people would work with the elevation and water features to create their ideal land, and others would be pleasantly surprised by seeing a new flower or butterfly species appear when they fill in a pond for their house.
*Clarification my idea is not about biome expansion. That's why I chose spring as the time to recalculate, as I imagine spring will be closest to starting conditions if we have seasonal change. If we have expanding forests and such, that's fine, but that's not my idea. My idea is only about letting the player change the biome by their actions.