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I think that, along with a slightly less elastic feel to the sculpting and possibly a 'zoom-in for fine sculpting/zoom out for large area sculpting' mechanic, it would be much closer to where it needs to be.
Using GodusInspector, I've to realize that the biggest problem with sculpting, when you shed the belief costs and the poor pacing to get multi-layer sculpting, is mostly in the length of your pull.
As it stands, sculpting is a lot like tugging a heavy box with a short rope, it's exhausting and tedious, adding insult to injury is that it costs so much the further you progress (it almost incentivizes going away from the grassy land, if you think about it). What needs to happen is either the length of the rope needs to be increased, the weight of the box needs to be decreased, or your strength to pull it needs to increase.
What each of these means:
Layer and multi-layer selection for sculpting needs to be clearer. There needs to be a blue highlight similar to when you select abodes/trees/rocks that confirms what you've selected (blue on sculpting to make it easy to distinguish between your sculpting and enemy sculpting).
With multi-layer sculpting, you should be able to leash the layers you want to drag through highlighting the edge faces of each, then once selected simply drag them out. This would allow for more freeform sculpting instead of having to go from the bottom up or the top down.
Another option along with dragging would be that once selected you could draw out the path you want it to take and it would sculpt out to that point on its own once released. Similar to commanding the follower where to go with leashing, but instead you're commanding the land.
If it's in close proximity to other multiple layers, simply follow the original idea I note, highlight the edge face of the origin and the terminating points' edge faces then have them snap together.