quick update:
I've got the mouse casting pick rays at will (ran into a mysterious issue with this where the ray's vector only comes out right if I use the two z positions of 0.114 and 1.114. I was using 0.0 and 1.0, and fought with it over the course of the last week or so, before discovering those magical constants).
I also added in collisions, its entirely non-optimized at this point, so I only have it calculating collisions with the Player's Airland right now for testing purposes. The crazed bouncing has created the need for some air resistance to slow down the clumps of land that you send hurtling after a high speed collision, otherwise the game would quickly turn into an ever expanding ring of clumps.
I tried replacing bouncing with sticking, and have that working now too, however you can get stuck to another clump of land without your grids matching up, which is something i'll have to fix. I was able to tool around a bit and sweep up other clumps and build a little map for myself. I think it will work out so that if you hit something slowly, you stick to it, if you hit something at moderate speed you bounce, and if you hit something at very high speeds, you break off parts of your own Airland. (the recipient would get bounced, not broken)
Also, got the program building, was a simple fix, but it should be easily distributed once I have something playable to show people.