Sure thing, no hurry at all
'> once you placed those 4 or 5 entries already listed in the 2da (and i just pasted them from tno edges) you'll see there is already an entry that works for the 2nd raise (height value of 2). it is there, even in the tno tileset, not sure why because there is no need but.. maybe a mistake, maybe there was plan to make something like that, i cant say. what i know is it rotates, while the other 0011 edge tile doesnt, also, if you rotate the area by 90 degrees, you see it fixes the edges, or screws it... depends if one was rotated or it wasnt. going on, with 3rd raise (value of 3), I dunno if it is possible to improve it but, as it is, it spawns the edge tile using the 2da entry given for the 2nd raise tile. there are issues also for the single cornered tiles, when comes to 3rd raise: plain grass corner edge tile spawns too loow, i think at 2nd raise level max when there should be a 4th or 5th raise. maybe it is possible to play with those "+" in the 2da or with the height value, just like i did in the set file to implement the raise, but i am not very confident about it.
what i can do, if there is no way to get the edges working, is to add a specific crosser that is going to be placed there where some 2nd 3rd or 4th raise tiles are in use at the borders of the area. the crosser tiles should be just like the normal tiles, but with a 1x4 additional tile row directly linked to the crosser tile, maybe with some tweaks on ambient textures settings to match the darkening that comes with the edge tiles. a 4x4 plain mesh to fake the edge corner where 2 crossers are in place. thats tricky but should work, as long as the mesh pivots are inside the tile 1000x1000 area, otherwise i think there would be an engine crash.