I haven't tried this, but I think if you edit your
Config/Phobos.cfg file, and set MaxPatchResolution to zero:
Phobos will revert to the old Orbiter2010 style (the old Orbiter2010 mesh and texture for Phobos are still included in Orbiter2016).
The entry in question is actually
although setting the max patch resolution to zero might produce some interesting effects :thumbup:
Good point about the old texture still in the distribution. I should thow this out.
Regarding the base elements going wonky in the 2016 edition: The problem is that Orbiter aligns the base object normals with the vector to the centre of the celestial body. This is a good approximation to the local gravity direction for bodies that are approximately spherical, but for Phobos it clearly doesn't work, unless you pick your location carefully.
Aligning the building normals with the local surface normal would also not be a good idea, unless you want buildings on mountain slopes sticking out sideways.
Calculating the local gravity vector is not entirely trivial for such irregular objects, so maybe I should just provide an option to define the normal direction for each base object manually in the config file, and leave it to the base author to come up with sensible values.
In the meantime, my only suggestion is to move the base to a location where the local surface normal happens to coincide with the vector to Phobos' centre.