To get my first and last point I have tried everything I read and see from the paths tab work area. Unless there is a restriction on exactly where I can put down the endpoints for a path. I want a generic road, not a convoy road or train track. As for trees, can I zoom down onto the terrain, locate a tree (x,y,z), then remove only that tree from my now "build" terrain?
It would be nice to have a tree\bush deletion tool that works on the trees in the default painting tiles for a few places you discover a bad tree after running around offline in a GV.
I ended up deleting a field, painting only sand, putting the field back down, and being very conservative about painting terrain near it the second time around. My answer to goofing and placing trees right up to the end of a runway was sand. Didn't feel like redoing the air field object area. Unless I place down sand or rock, some trees from a previous pass stay put when I paint over the area to try and remove them. Occasionally even when I use sand or rock.
I've also found the level terrain around square objects for field, strat, and town type objects at elevations higher than laying them on the ocean, is not efficient to get rid of the blue gap all the time. It is great for lowering the terrain in those grid squares. Use it too many times and you create the blue gap because of the land outside of that square being higher angling up at the object edges. Manually setting the alt in the "y" within 1-2 feet of the highest point bordering the tile is more efficient. Even when you flatten the squares and make sure say 1000yds past the grid line the elevation is the same as inside of it, there is a 1-3 foot variation at ground level in tiny bumps all over the place. Running the mouse over the area and watching the elevation readout shows this.
I've neglected to test the smoothing tool with ".0000 ft" increments. It only shows default values in whole numbers to the left of the decimal.