Hi again:
We must bear in mind there is an important distinction between Exclusion Rectangles and Exclusion Polygons in FS2Kx versions.
Each distinct Exclusion Rectangle / Exclusion Polygon object is coded to prevent display of unwanted objects based on GUID.
Assuming
all CVX vector ESRI SHP files are Appended in SBuilderx if ediiting / compiling: newer CVX BGLs should
replace older BGLs.
One should
remove / overwrite all older CVX vector BGLs with new ones compiled from SBuilderX
after any edit ...to any object.
I recommend using the above described method of copying existing Road polygon objects, pasting in place, and changing their GUID.
A way to make that process easier, with reduced risk for errors is:
use colors SBuilderX associates with object type GUIDs.
Then
edit those colors so that they will be semi-transparent; this allows seeing overlapped objects above and below.
If working extensively with CVX vectors while correlating with ADE as a standard, IMHO it is best to match SBuilderX colors for
Appended CVX vector objects so that they are identical to those displayed by default in ADE.
If working extensively with CVX vectors using FSX / P3D SDK TMFViewer as a standard, IMHO it is best to match SBuilderX colors for Appended CVX vector objects so that they are identical to those displayed by default in FSX / P3D SDK TMFViewer.
Again, I encourage you to review these (2) threads on the Append process I use with SBuilderX and CVX vector import:
https://www.fsdeveloper.com/forum/threads/sbuilderx-ft-or-m.437055/
https://www.fsdeveloper.com/forum/t...-vector-objects-in-sbuilderx-for-katl.444877/
When editing,
we should not retain overlapped CVX vector objects of the same type / GUID, as they may 'cancel' each other out.
FS2Kx rendering engine routines assume they will be processing certain scenery content in scaled "chunk" sizes to stay efficient.
For terrain scenery content, this requires precise "clipping" of objects into LOD / QMID 'quads' in a Terrain Mesh File (TMF) grid.
AFAIK, in SBuilderX, slicing of objects at TMF quad grid borders to comply with "clip" criteria to work with the FSX / P3D rendering engine, is now performed by SDK SHP2VEC CVX compiler AUTOMATICALLY.
https://www.fsdeveloper.com/forum/threads/cvx-vector-lines-utility-pylons.434880/post-719621
ADE allows design of objects that overlap, with no manual 'clipping' into LODs / QMIDs of a Terrain Mesh File (TMF) quad grid.
IIUC, ADE achieves this via 'drawing layers, that may only work with 'airport' type objects compiled by BGLComp criteria.
Thus, IIRC, Aprons, custom ADE-GPs, or other custom 2D / 3D objects which are NOT 'terrain' type objects, may use "VTP" layering.
AFAIK, the object types cited immediately above, do not require clipping' into LODs / QMIDs of a Terrain Mesh File (TMF) quad grid.
So, I doubt ADE internally performs pre-compile slicing of those object types at TMF quad grid borders to comply with "clip" criteria.
As I don't know if ADE internally performs pre-compile slicing of airport object types at TMF quad grid borders to comply with "clip" criteria, I would need an explanation from Jon of whether / how ADE slices airport object types at TMF quad grid borders.
Or if Jon is in winter hibernation in sunny Florida right now, we may not see him until spring < ...
just a friendly tease, Jon ! 
>.
UPDATE: SDK SHP2VEC CVX vector compiler automatically "clips" content to TMF quad grid sizes
* Freeway Traffic is 'clipped' to LOD-13 / QMID-15 TMF quad grid borders.
* All other CVX vectors are 'clipped' to LOD-9 / QMID-11 TMF quad grid borders.
'Airport' type objects processed via BGLComp criteria may not 'clip' to TMF quad grid borders, but instead via Airport "Test Radius".
You may recall I recommended that, due to the unusual size of your airport project, you should set your "Test Radius" at 99,000.
While this may resolve some issues with run time display in FSX, the sheer size of your extent on the ground requires that one constantly zoom in and out of QMID-11 quad levels of CVX vector terrain object to see them end-to-end in ADE and SBuilderX.
I am tempted to suggest it would be better to limit your "airport" test radius by not using Apron or Taxway path objects which must be used within an airport text radius extent of a BGLComp "airport" BGL, in contrast to a terrain scenery type of BGL.
One may assume it is required to create flat ground in a flat / level airport configuration by using Taxiway paths, they can only be used in an airport type of BGL.
One might consider instead using CVX vector flattens / Roads / Polygons to limit the airport test radius.
Flat / level / sloped areas can still be made via CVX vector Polygons without using 'airport type' objects.
That would also make it possible to create more interesting multi-level scenery on terrain with variable elevation / shape.
Note also that Freeway traffic will work on vertical cliffs when uneven terrain is crossed by Freeway traffic CVX vectors.
Basically, only AI Traffic / Ground Vehicles require Flat / level airport surfaces and an airport object infrastructure.
Even RWYs now can be made sloped while using terrain mesh-clinging textures of CVX vector or custom photoreal types.
You might do well to review all the linked content in this thread:
https://www.fsdeveloper.com/forum/threads/steep-sided-islands.445660/post-825526
If you have any difficulty viewing the full content of SBuilderX' CHM Help file in SBX315\Help sub-folder, let me know.
ADE version 1.65 PDF Manual was linked previously from this post above:
"The older (version 1.65)- but still very useful- PDF Manual for ADE is here:"
https://www.fsdeveloper.com/forum/threads/ade-version-1-65-english-manual-released.433288/
http://www.mediafire.com/download/8rp6jr7en9xwdls
GaryGB