The second bit is mostly a workflow improvement. It's great that we get the ability to export the RAW and Splatmap image files, especially for backup purposes. But for just quickly generating and importing the terrain data to your scene, it was a hassle.
So, I added an additional button to grab the current active scene's FirstOrDefault() Terrain component, and send through the byte array data of the Heightmap and Splatmap.
In my perfect world, you'd be able to see the terrain in a SceneRenderingWidget() inside the Terrain Generation Tool Widget, but that is another feature for another day. This gets us in a much better stance as far as adoption of the widget.