agree with Ryan here

Bob had an issue with long population times for the grass *because* of not using real world spacing for a real world size grass clump

But also, Bob, I noticed that your grass population did not sit on the last shader of the surface chain. Your fake stone bed layer is actually *drowning* your grass population in most places. This is why in only a very few instances are showing up in very few places, which you had to find by samling the area with tiny spaciing.
However, once again to Ryan's point, when I need to bring a lot of scene elements into proportion, I find I have to have them all related to one understanding of size. If you make grass clumps that are 10 m tall, and that's the only element you have, that's fine. Now if you add trees, you will have to manually change their sizes to be like 20 times taller than the grasses. Or 22 times? Or 27 times? This is unnecessary work. If you had your grass at default scale (and Walli's vegetation is always scaled correctly, and xfrog's too), You would just have to drop in the default size trees, without any further scale adjustments. Also, any other objects you might integrate, you just have to throw them in. Saves you a lot of test renders to check the relative sizes.
For the camera, the big size scales don't give any benefit. If you want to have your camera sit in between the grass blades, you can position them there regardless of the size of grasses. The render will look the same. It really doesn't matter for the horizon too, unless you make 1000m size grass.

But I realize, everyone has their workflow that works for them, so I reckon all I wrote here was futile anyway

Frank