This topic interests me, hope you don't mind me chirping in again.
Also one might assume that a 2x2 mesh size is like a small brush and a 16x16 is a large brush but is that true?
That's how I imagine it, too. I've been toying with volcanism and mesh sizes in DF in order to get larger ore deposits to create a reason for using mine carts. But haven't been able to prove anything, because I haven't yet installed DFHack. I think I need that to uncover the subterranean fog.
I'm guessing Toady uses a Cubic Spline formula to draw our worlds.
One correlation, I've found visually pleasing during WG is to hold the variances to the same numeric figure as the mesh.
Lets say 8. A 8x8 mesh for elevation, with 800x 800y for variance.
Lets say 2. A 2x2 mesh for drainage, with 200x 200y for variance.
I try trim subregion total as small as possible, while still getting ample Site Caps for all the possible Civs.. I can easily find an embark region this way, without having to do a bunch of F1F2F3 clicking, which is what is required with 5000 subregions. This also speeds up the embark filter region feature, as less subregions exist to bog the process down.
The three variables, I use large meshes on are Volcanism, Elevation, and Savagery. The others I tend to make small meshes, or no mesh. I'm not sure if this trend is popular or not, but it has been making me pleasing worlds for awhile now.
One thing I did read tho, is changing the mesh does nothing if frequencies are left at 1,1,1,1,1. If I leaving frequencies 1,1,1,1,1, I don't bother with adding a mesh. Knutor