My sense with Hitech was that he is not against creating something for the MA, it was more time investment than I had considering I was building Oceania. You can change up an MA terrain, it takes "time" to sculpt everything, or you can learn how to make a basic land mass elevation heigthmap file to lay in the elevation foundations and outlines of the land mass areas. Then sculpt those which I did with Oceania. Most of the world in a sense is flat inside of a 250x250 mile area. It's that scale issue you will beat your head against with the terrain editor trying to create an illusion of a larger world.
Do a search for great rift valley and look at all the pictures from up and down that region. As I look at them and the diagram cross sections of how it was formed, I'm getting closer to a new design. There are parts of the rift walls that translate directly into the limitations of the terrain editor. This time around I will have to do the 1:1 2048x2048 blue print first to setup base and strat placements. Then work up the rift features to support the placement while giving me opportunities to incorporate the feature solutions I built into Oceania. Once I complete the 1:1 blueprint, I then can convert it into a 4096x4096 heightmap file and create all the land mass in a few seconds as building blocks set to core elevations. After that, it's like carving a bar of soap or a block of mud. First thing is to create a map and overlay all the base locations so they can be transferred onto the terrain as white squares. And then all sculpting is for the sake of those white square positions which were set to the distance rules because my blueprint file is 8pixel=1mile inside of the terrain editor.
Or make a CBM bitmap 2048x2048, draw your land masses onto it, then use it as a land painting guide when you pull that up as the CBM inside of the terrain editor. That green dot which shows up on the CBM relative to your brush, acts like your pencil tracing over tracing paper, or tracing from one layer to another in an art program. You just have to size the CBM window to about half the work space to clearly see the green dot as you move it. You can paint the CBM bitmap with different colors denoting elevations and topo structures, then set the brush to each elevation and trace in the basic topo elevation blocks based on their color. For me it's faster to know black is water and what elevations three shades of gray will give me as the basic land masses. Then I create a grayscale heightmap file and import it into the terrain editor. I can be much more precise inside of an art program creating a multi layer PNG file with black(ocean) as the background. Then merging all the layers and saving as a 16bit grayscale file to be converted to a raw file for terrain editor importing.
Now if Waffle would put some animals from Africa in the object list that can be used in the MA........