Yep, i went to get it too... just to make sure.
So here goes the only 'modder_proofed' solution;
-- TA picks ocean tiling from the pure black color found on any Raws, and everything else is considered ground for surface tiles processing. Height gaps are discarded for this B/W principle in TA only, but since DA could recolor any of these greys, devs probably kept such feature for backwards compatibility.
-- TA "paints" the surface image with the usual png (declared in a CP.xml or pulling it at random with LogicSequence work on defaults variety) rather than using the DA process of recoloring height gaps according to values declared in its own PD & TCS files, be it in a mod folder or not.
The easiest way to figure this whole "reasoning" is to simply read reply #65 in the following thread; https://forums.galciv2.com/170646/page/3
AFAIC, if nobody at SD (or any other modders) contradicts my theory directly, it must true.
So in order for Coruscant (Raw) to show tiles in different locations, you'd need to modify it (with shades of grey & ocean blacks) such as what you can find in my CoSH mod; for a clear example of this stuff, the Tron bikes background only served as a template to "mimic" squarelike polygons in specific areas. There was no way i would let PIs built obstruct with the electrifying reds & blues!