I don't use edge tiles as much '> Surround terrain type functions better for me, with well placed area exit and entrance strategies already lain out. I don't like open ended boxes leading out into gray space. I prefer a confined area with well drawn borders, connected together with limitless possibility, over gray space you just push through. Artistically, it invites more interesting views within the enclosed area, and the transition from area to area can be imagined, rather than immediate via inch by inch progression. If I had live-loading areas while you nudged up against a border plane, I would switch to that, but that is not within the operation of Aurora (until we get the source code '> )
I think the only edge tiles you will see in my set are open water, or open unreachable ground, down slope from a higher area, so as to be actually out of the viewable fog cutoff from the player.
Also, if the edge tile 2da you supplied in your override bucket is an indication, it explains why the edge tiles don't work, because you omitted probably half the required parts. I have not yet looked at your edges 2da in the other package.