Yeah, I agree. Thing is, when I made this mapping system back in January I did it based on the fact that those grid squares are huge. If you're flying about 2km up and you're in the middle of your current coordinate space, you can see the entire 1x1 grid space, but just barely. And you may not be able to see things in mountains and craters. Even at my 1x1 scale, it's incredibly easy to miss something. Add to that the fact that the barnacles are almost impossible to see, even if you're only 1km up and directly overhead and I came to the realization that even though my 1x1 scale map was cumbersome and way too big for a single screen, even that probably wasn't detailed enough to be accurate.
Ideally, the search will have commanders spaced out liberally across the planet. The map only aids in telling us which spaces have already been searched so that we can direct our searches away from the others. Your map and mine both accomplish the same thing, yours just does it on a single screen, which is at least easier to read at this stage.
As I discovered later, the SRV wave scanner has quite a great range compared to the human eye (or monitor), and can detect Barnacles from over 2km away if you know what to listen for.
But that doesn't help that much, we're still talking about searching an entire planet here. No matter how we organize this, it's going to be cumbersome. This may actually be the first time in history humans have done an exhaustive search of an entire planet. Even though it's all a game, we're still dealing with realistically scaled planets. It's not like trying to find a baseball in the neighbor's overgrown back yard.
The methods we come up with for doing this may end up being the basis for actual planetary search operations years from now. To think...