First I need to ask if your in-game brightness setting isn't too low, and that your display gamma is correctly calibrated (or close enough), because there sure as hell is a difference between this starfield and the default bright stars. The Beta starfield was uniform gray stars if I recall correctly, and the one in 3.6.8zetas was the infamous splotchy blob starfield...
Incorrect gamma settings can cause stuff like starfields to becomes much less or much more prominent than the creator of the texture saw on their display, so make sure your display's colour settings are at least close to good (LCD's are never ideally calibrated) and that your brightness settings are not wrong. And that there's no rogue starfield texture somewhere in your installation. You could also open the starfield in the image editor of your choice and confirm what you see is what you get...
Assuming that your display and game brightness settings are correct... there are prominent stars on the starfield, pretty much on the same ratio as there are significant, noticeably bright stars on the sky. There's even different shades of yellow, red and blue stars just like in reality. The problem with making bright coloured stars is the resolution of the texture, pixel size of the display and the contrast ability of the display technology.
The thing is, brightness does not make stars grow in diameter. Background stars are always point sources of light; it's the intensity that changes the brightness. This means that every star should
ideally just be a dot (pixel) that has a colour value corresponding to the apparent colour of the star in question. On grayscale starfields, this works well enough.
But here's the kicker - with computers screens, if you change the colour of a star from white, you lose some brightness. The brightest pixel you can have is always white, but with stars it's often the other way round - the brightest stars tend to have identifiable colour to them. This poses a problem - how to give stars some character aside from those 255 different shades of gray? You can either use something like colour #aaaaaa for the brightest non-coloured stars, and that'll give you leeway to give hues to the brighter stars, or you can give some faintly coloured pixels around the stars you want to be the brightest ones.
The first option limits the brightness of the normal, non-coloured "standard" stars, so it's not always useful... gray stars tend to look worse than bright white stars for obvious reasons.
So, this starfield uses the second option by having bright pixels surrounded by some coloured pixels. But here's where the resolution problem comes in; if you do that, the point becomes a blob and some of the star-like effect is lost. In this starfield that's pretty well balanced out; the brightest stars have a very thin coloured area around them, which makes them look like a bit brighter without obviously increasing their diameter.
The reason you don't especially want to increase the diameter of the stars any further than in this starfield is because many people use -fov options and when the texture is stretched, any blobs in the texture are affected much worse than the stars that are just one pixel on the texture. Default field of view doesn't stretch the texture nor notably contract it, but when using the zoom, it does stretch a bit.
As a whole, I wouldn't describe the starfield as "meh".

Feel free to experiment ways to increase stars' brightness without getting the blob effect on lower field of view settings, though. Aside from inventing a new display technology that allows using grey stars as "normal" stars and add colour to brighter stars, I can't really see any way to improve the brightness of stars in the starfield, at least if you want it to look good slightly stretched as well as default field of view.
And adding the number of prominent stars would just be dumb. After that they wouldn't be prominent at all, they would be normal.
phreak: The coloured stars are as small as I could make them, and still retain both brightness and colour comparable to bright colourless stars. Making a pure-point greyscale starfield is a piece of pie, but coloured stars add some variance to the starfield that intensity alone can't do.
Making grayscale starfields is a piece of pie, though, just make some noise and adjust brightness/contrast until you have a satisfying number of pixels on good brightness range visible.