It would probably be best to ingore that translations used to attempt to get the view I want, and disable them and attempt to get a position from base values. I'd assume that's where one would start when debugging. That's what I did to get there. I just happened to upload a save. The construction scene, is where translation is disabled or at 0,0,0 (or a right click position through coordinates, either works), and thus above the camera in a normal scene. So you need to rotate x by -90 to view it.
All I want is the ability to center the galactic core where you want. When you get coordinates from.right click and translate, there is no depth so it translates on the sphere where it is able, on x and z. It's a easy way to Target where you want the center to be and works with transforming on the sphere, but you have to fiddle with rotation to get a band and not a circle. That's probably where the confusion is. This also changes the masks/pfs look.
Come to think of it the change in shapes probably comes from the Y axis which isn't used EXCEPT by noise when on the sphere. I bet a translation with Y on 0 (or whatever value construction is based on) will yield right results.
Update: Tried keeping all Y axis's at 0 in the galaxy shaders, and when I translated it and rotated, I tried to keep the Y at 0, but still all the shapes are different. So when you translated other translations of shaders, they stay relative, but the textures (PF noises) don't? Seems to be the case