Sounds good to me 
I didn't have quite as much time to mull over things as I'd planned, got stuck running errands instead. But tried to do a quick list of things this morning that I need to do still. I saw when looking at the stats that VC disappeared from that column, but maybe was just on mine. When the Git gets updates I can dive in from that one.
Random ideas kicking around last night. First idea was that, for larger regional labels, I might do something separate for that and use the decoration place there. Perhaps just for some of the larger areas to clarify. So for example we might have "FRANCE" or "GERMANY" with a semi transparent font that way in all caps, and displaying over multiple tiles, in some spot where the demands of the starting unit place are less pronounced. Similarly for some of the many territories and island groups that we further sub-divided we could do the same. I'm not sure if it's necessary to go too ham here, but it may help in a few spots. For example a larger label that just says Libya, or India, or Sumatra, or something like a callback to the smaller boards. I would table this for now, since it's not anything critical, just a decorative element. But while I was quickly scanning the board had a few thoughts around the factory capable 2 PU spots.
As I recall, the computer has been much more reluctant to buy factories ever since the tripleA 1.9 thing where they stopped buying them altogether. I think this was resolved for the standard factories (placement capped at production values), but not sure if it was also handled for the G40 factory types, where the production value is decoupled from the max place, ie. factory_minor 3 place factory_major at 10 place.
To me the bread and butter of having these things, would be when one side or the other is trying to stretch their logistics into the next potential theater of operations- to provide a couple 'hurry up' spots at the end of those longer logistics lines. So that when the player finally does arrive, they have a way to establish new production toeholds nearer to the main fronts. This was part of a general idea that if we could make the AI somewhat less transport dependent to push it's fronts, that this would allow the computer to play a somewhat stronger game. I think also for the deep endgame, it can be entertaining, for stuff like invasion USA antics, which would likely never occur in a standard PvP, but which in a solo could provide some definite entertainment value. In a regular game sometimes it's a courtesy to play out a final round, so the opponent can do their big buy with stolen cash, but more often that'd be the point where their losing player bows out. The computer on the other hand never quits, so this is a way for players to sort of reset their production fronts when the game gets to that point (usually not for many rounds.)
I think a good example of this would be South America in an endgame where Axis are ascendant. Perhaps after Moscow or London falls Axis turn their attention further West to start thinking about a swing over towards Brazil, with the idea to sort of inch up closer towards North America. To make this worthwhile I think having a production capable tile there would be good. This would not typically happen in a normal game, since the region is more out of the way and not on the winning line for movement for either side really. Sure USA/Allies might try to build a factory in Brazil, but this is usually a waste of cash for them traditionally, since they have more productive spots already housing factories, and the distance from those to the warfronts is mostly similar to the distance from a newly minted Brazilian factory. By the same token Axis aren't typically going to target because they know the USA will just immediately stomp back in PvP hehe.
The computer is more cautious though, so it will sometimes allow the player to make a big brazen move into the Guianas or Brazil, and for that I like the idea of maybe Rio or Dt. Guiana as a minor capable at 2 PU value. It's not that those spots with minors could replace a logistics line, but more to support an ongoing press that's already coming from backfield production. Also the computer is just very unlikely to do what human player might do in the deep endgame, purchasing factories in all peripheral contested spots and then immediately just spamming them with infantry and sending fighters before the enemy can build up/position the transport or carrier capacity to deal with that. In a PvP probably the opponent would just quit, seeing the futility of fighting on vs a player who's willing to do that. Just the spam and stack. It's the sort of thing that wouldn't make sense until after the center of the board has collapsed, but examples would be the way in which Japan or UK can just stack to the ceiling if they concentrate round to round and become virtually unassailable as island fortresses. Other spots in the standard games can work this way as well. Dutch East Indies being an example, anywhere with a high placement to production ratio. Territories on land at choke points are similar, say India, but it's nowhere so extreme as on single territory (actual islands in A&A terms) where 1 TT is completely contained within 1 sz and also is factory capable. This is in part why G40 has that rule about factories on islands, but then it as violates it's own rule with Japan, so I don't know but it's a thing. Here the entire rationale of the further subdivisions (beyond fun m3 movement stuff) is to help mitigate that issue somewhat. Like the whole idea of having a sea zone boundary strike across a territory, particularly where the larger islands are concerned. Basically because we want to encourage the island hop in this one, even if bypass is sound, battle is fun, so we lean into it by giving all those spots some skin in the game for production values, but then take away with the other hand by making only the 2 PU spots actually viable for Factory build antics.
Short of it is, probably we try to keep to a single 2 PU zone for certain island groups, or where possible to split these across 1 territory or 1 sea zone where possible, just so no one spot in the local region becomes the be all end all. Instead we want the back and forth, or some pick and choose between which productive spots to gun for. Some spots we reduce from 2 to 1, so as not to see too much over stacking. It's an abstraction in terms of relative production scale, to service the gameplay. We already have this going on with coastal Europe where some spaces have their production value held lower at 1 to avoid the ultra stack/factory spam everywhere), and because the M+1 is pretty potent. Factory_minor is relatively inexpensive at 12 PU cost, at least for the nations that collect heavy, and movement in a turn based game is key, so I think there is more incentive here than in vanilla to be buying minor factories. Especially with mech/tank operating at the M3 distance from such a spot, they become very powerful pockets wherever a minor factory can be supported. So probably need to be careful where we double up, or allow a multi factory build strategy that can support a much larger push of HPs into a concentrated zone (say vs India or like Japan/UK home waters) as would be the case traditionally from the Dutch East Indies. So like where USA is gunning to take those over because it is more productive (more placement capable under the vanilla factories.) This sorta distorts the playpattern where Japan and USA are constantly trading the Dutch East Indies instead of the spots in the central Pacific where the fighting took place historically. So here again, the whole idea of production is abstracted based more on the place needs to keep a balance going between sides. For example USA takes out Truk, but then Japan has a fallback position. If either player starts buying factories, the move is typically to respond in kind and mimic, or else break the opposite direction try to take the factory over, use the current HP advantage in the press (since it takes a round and opponent has to telegraph the factory buy in advance) the idea being to use regular purchasing and stronger logistics to seize the newly bought factory and then use it against the dude who bought. That's the double edged sword on the factory that can't be destroyed, and the inherent risk to buying the new ones.
Anyhow thinking about that I was considering maybe we might reduce a few spots from 2 to 1 or raise from 1 to 2, just based on how the computer/player might push. Sorta like the Bombay thing, and then trying to have a more protected contested East Africa, since we know both sides tend to end up there either to hold or pressure Suez/Africa fronts. Overall feels pretty good though. I think it's mostly on the margins just to make sure everyone has sufficient hitpoints/placement spots around the board for the hotspots where we want the action to sorta coalesce around those pockets.
Should be fun! It's nice to see the clean read coming to fruition. Looks pretty solid to me