I think games with very simple rules that are played by humans are a good example of effective complexity because they are great stages for emergent interactions. Games that come to mind are the loop activity we did in class and r/place, where a rule as simple as "You can color a pixel every 20 minutes" allows for complex social interactions. I choose these as examples because they are a combination of order (simple rules) and disorder (human individuality) that constitute a complex system. Perhaps the only point of contention is whether these examples are truly generative, because the artist(s) are not removed from the decision-making in the way that Galanter emphasizes in the beginning of the text.
I relate the most to the problem of meaning because I find it something that I struggle with in all forms of art. Galanter highlights generative art's inclusiveness of all forms of "meaning", whether it be presenting the system itself, invoking awe, or delivering social commentary. Because of this, I find it hard in general to evaluate the critical value of my ideas. At the same time, I find it liberating to not have to evaluate the critical value of my ideas because all delivered meanings are valid within the realm of generative art, including the lack of "higher" meaning beyond being interesting. Galanter also mentions a radically bottom-up "truth-to-process" approach, which I find intriguing but also personally difficult to practice. As an artist, I enjoy adopting a director position over my projects, which makes it difficult for me to relinquish control to the system.