At this point, I should be posting the third demo map for the Last-Minute Hexcrawl (first demo map here, second demo map here.) But there's actually a lot going on in it, and I'm still working on it.
But as I work, I keep noticing things that need changing. Some could in theory just include a few extra notes on special cases that arise, like when two terrains of an identical type overlap. Others, though, are things I want to simplify further. And, surprisingly, there are a lot of these. I'm thinking most of the terrain lines can be simplified way, way down, and the terrain blobs could use some simplification as well. There needs to be more top-level terrain generated, to make things interesting (Demo Map I is kind of bland, even if I had pictured the full area generated instead of a 5-hex diameter circle.) The local terrain map might actually be unnecessary until generating the area around a lair, dungeon entrance, or landmark.
I'm also thinking ahead. I'm planning on collecting all the steps together into a free download, but I've also got an idea for a more detailed version that might wind up as a hobby press product. Already started the new tables for that, but it will take a while, since that will be about 96 to 128 pages. But right now is a good point for people who have been following these posts to warn me about things that seem too confusing vs. things you'd rather see kept the same.