We are lucky Tavs. We connected the nerves just on time. The nautiloid could have crashed on the druid grove (or perhaps the temple, or the crèche maybe).
I understand the size argument but I don't understand how you would implement those multi maps (specifically the surface / external environment) and still preserve a high artistic value.
What would you see at the border of those maps ? on the horizon ?
a "low cost" blurry environment ? a "costly" graphically rich area that you can't explore ?
I wouldn't like to jump from pocket zone to pocket zone.
In this amusement park, I am more concerned by the perpetual russian hill topography. Not a fun ride imho.