Well I originally planned on doing all seamblends of one hole at a time, but instead I decided to do all seamblends of certain texture groups on the whole course before moving to next texture group (to keep my cleaned-out texture list clean and faster to navigate during the process), so therefore I wont have that screenshot of a completed hole that I mentioned for a while. All holes will be completed in quick succession towards the end of the whole seamblending process instead.
Currently doing the path, forest and heavy rough related seamblends, which are the most annoying ones because thats where most of the many annoying 3-way texture intersections are. For those, I started using a custom planar for the last connecting face of the intersections where necessary, which gets the job done really well. It is just some tedious fiddling with sectioning off extrusions and extra mappings and stuff, definitely the slowest and least fun texture group to persevere through... Done with those through 7 holes at the moment.
Oh also, while experimenting with and planning my seamblends last week, I realized that with steep sod wall bunkers you run into the strange issue with net-like mesh shadows on a whole new level and to much greater extents than I had ever encountered before... That issue has been brought up on these forums several times and seems ultimately unsolvable because it is just how the lighting in APCD and Links interacts with mesh at certain angles, and the only "solution" seems to be to disguise or make the effect as inconspicuous as possible. The most "effective" way of doing that seems to be to simply avoid having steep elevations, but thats not really a good solution if you want to make true-to-life potbunkers or just in general recreate a real course's steep elevations... I inspected some other courses with pot bunkers up close and couldnt really identify anything special to mitigate the issue except for one thing - having more irregular, less smooth/clean/uniform textures and alphas, and perhaps also having darker textures. I didnt really fancy the idea of doing that at first too much, because I wanted a fairly clean look for this course, but I made some subtle edits that I ended up really happy with. I think adding a slight bit of irregularity to the textures and alphas really helped with masking the issue, so thats a tip for anyone else encountering that.
Edit: A picture just to show what kind of effect Im talking about - on another course:

- Net-like Shadows.jpg (594.61 KiB) Viewed 6827 times