Ah, I see.
Could you perhaps explain the relationship between DPI of canvas, quality setting and supersampling setting? I mostly import stl files and trace them to paths - but I've noticed that quite often I need to increase the DPI higher than it allows me (and I've learnt the hard way not to auto-press "yes" on that pesky popup that reverts back to factory settings whenever I hit the ceiling) - in order for the outline toolpath to realize that the tool diameter does indeed fit inbetween two objects. I assume this has to do with edges not lining up exactly on edges? So basically - with a monster computer (running on a 48 cores, Nvidia 5090 GPU, 128gb ram) - what are the important settings to keep in mind? keep in mind I'm mostly using 2500x1200mm sheets (~8x4feet).
I also have had my fair share of projects "made for me - by me" that got traction and had me rewamp the whole project instead of trying to maintain an unmaintanable code-base, so I know it sucks - but you have the most difficult part already worked out: the scope of the software. When the scope is set, it's much easier to build a sustainable codebase around it, especially with the tools that are available today. Not saying you should "vibe-code" it, but using ai tools to build montonius tasks from your own clear requirements is like having a team of lighning fast junior developers - you still need to check the code it produces, but you can focus on the overall structure and quality aspects. My two cents if you decide to go that route is that having the ui seperated from the core functions is usually the best way to making it maintable in the long run. I understand that it might not be that easy since I assume that a lot of the tracing is actually taking place in the game engine itself.