Mun is on inclination 0. Set as target and you get an ascending and descending node, even if you aren't going that far out. This, unfortunately is the only reference point for a planetary orbit. Kerbin is the only other reference and only functions for a solar orbit.
Contracts become incredibly pointless very early on if you know what you're doing. I just did a fly-by of Duna, Ike, Mun, and Minmus with the same vessel, suddenly I have over a million funds with all buildings fully upgraded. Without ever landing on any body outside of the Kerbin system. You really can only do so many tests of decouplers on the launchpad and rescues of Kerbals in orbit before you stop playing the game because it's not fun anymore.
Like I said, these don't need to offer any reward. They would be there solely for the purpose of "I want to say create a mesh of relays orbiting Eve at 60 degree spacings." This would let us add place-holder orbital paths that we need to match with our own space crafts. Nothing more.
I guess "contract" may not be the right term for what I'm suggesting, but a way of creating our own custom guidelines for an orbit. I don't know about you, but everyone I know who plays KSP has OCD to the point we have to re-dock station parts because they aren't rotated exactly right. I'll re-dock a fuel tank cause the texture doesn't line up. If that's an issue for players, imagine the efforts we'll go through trying to make orbits 60 degrees apart. This makes that easier.
Once you unlock all the science, visit even just 3 of the planets, and upgrade all the buildings, contracts have precisely zero impact on the game because there's no reason to actually do them. It's the same orbit, same landing, same science, the only thing different is the color of the dirt. Career mode as a whole is pointless then unless we're able to create our own goals. This would simply help in that regard.