Looks promising.
Indeed, there have been intermittent reports of TerraForming issues, sometimes as dramatic as your screenshots show, since at least 2021, and has been reported to a greater extent in MSFS 2024 since MSFS SU1 and especially SU2 were made available.
The more recent reports complain of a conflict between Photogrammetry and TerraForming Polygons, especially in MSFS 2024.
Boris at Asobo reported that he believed this was being addressed in SU2 revisions sometime soon.
The fact that this has been occurring via the SDK since 2021 may raise questions about developer procedural issues via the SDK.
SDK docs say (2) TerraForming polygons may not overlap within the same Geographic extents, or they exclude each other.
That scenario was also an obscure quirk of FS2Kx, but it may merit testing in MSFS, as it may be that we actually can have overlapping polygons with the same attribute without them excluding each other.
Priority may be an issue not only because of numeric "layer" assignment, but 'perhaps' due to size of Geographic extents for a polygon being superseded by another polygon with a larger extent, which functionally forces it to load first and prevail in display if we spawn remotely and fly into the local area with a smaller "mesh tile" of TerraForming TIN code.
However, if we spawn local to the smaller "mesh tile" of TerraForming TIN code, that smaller TIN tile may display.
But if we "fool" the terrain rendering engine into loading the smaller "mesh tile" of TerraForming TIN code by putting a couple of data points at Geographic coordinates remote from the bulk of the smaller "mesh tile" of TerraForming TIN code, and we then spawn remotely and fly into the local area of the smaller "mesh tile", it may display, because it preempts the default local larger TIN code data set.
Again, that scenario was an obscure quirk of FS2Kx, but it may also merit testing in MSFS to see if it works.
There is also a 'possibility' that we may use SBuilderX to make FS2Kx CVX Vector flattens with assigned "continuous" and "Variable" altitudes for vertices along the poly-lines for the desired Heliport surface .
Once compiled for FSX / P3D, we can retrieve the *.BGL file(s) and use Patrick Germain's CvxExtractor to output ESRI FLX*.SHP files, then import those into MSFS DevMode Scenery Editor as "primitive" polygons, to which we assign updated MSFS compliant SHP DBF field attributes via Polygon Properties.
Those Polygons may then be packaged for output as MSFS "sloped" flattens comparable to those we can make for FS2Kx.
Additionally, we can output ESRI SHP files and various 3D mesh objects from Sketchup (...a subject for later: 4:30 A.M.

).
But basically, we "should" be able to precisely
3D model MSFS terrain as we wish, and have it over-ride the default terrain / TIN.
GaryGB