Ok,
Thanks for all the input.
I guess the main takeaway here, for me, and probably other users, is that the spline include/exclude works differently if it's closed or not. This is handy to know; If it's closed, it excludes everything inside the spline, but if it's open it excludes in a feather in both directions of the spline.
I think this double situational/conditional use is a bit confusing, personally, but can live with it :)
I guess the best case use of the closed spline is if the user wants to make 'islands' of no/only scatter. Understandable and useful.
Screenshots attached to show my 3 test findings. I no longer have a particular beef with the workflow, but perhaps other users can chime in?
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As for the clipping material for clean grass edge surfaces... ugh, I don't think this is a great scenario either. When using Corona scatter my previous best option was to use a shelled version of the scatter surface to act as a distance object for the opacity of the grass. This new suggested workflow isn't much of an improvement - I still have to use a separate object. If I edit the scatter surface this breaks the shelled version of it (I know, I know, it can be a referenced instance, but this isn't always clean/possible).
Is there a better workflow I'm unaware of for clean grass edges?
Thanks again.