While I read about the automapping feature I am not sure I understand exactly its potential. I think of it as something which could fix the shorelines for example. However we can just tweak the exporter to take care of these details: for example we already use the proper shorelines tiles for the intersection between lands and ocean or lands and rivers or where these three kind of types meet.
We could later smooth some curves here and there (automatically of course). This is just a first prototype and we are currently mapping a single cell from WorldEngine to a 3x3 grid in Tiled so we the blocks a bit evident for now.
One point that would help me is to figure out what data make sense to export: WorldEngine considers many physical phenomenons. This is necessary to have realistic worlds. However we have somehow to condense all that information in a single tile.
We have for each point its elevation, temperature, rainfall, presence of rivers or lake and other pieces of data. We have also the type of biome (from boreal tundra to subtropical west forest: we have ~30 kinds of biome coming from the Holdridge life zones model).
The point is that I can either show that a tile is a mountain or it contains a forest: it becomes hard to show both. So we started drawing the coasts and rivers (this is done) and we are thinking about what to draw later. Probably the mountains would be very important to handle correctly.
I think it would help us to pair with someone in needs of maps for his game/simulation. It could help us discussing what information he needs in the map to export.
I really believe in the importance of building a chain of tools: for WorldEngine would be great to be interoperable with an editor and we hope that making a world generator compatible with Tiled could benefit also Tiled.