Yeah, you're right. I count a little under 75k objects for a 2500LY x 1500LY 7.5LY-hex grid.
And that doesn't count the 110,000 uninhabited planets, nor any units or icons you place
My intended use is a fixed generic map that anyone can print and draw custom borders on (or the other way around) for setting up an interstellar strategic game or tracking the "big-picture" effect of a planetary tactical one.
You do realize, that the map, even with 10 LY .5" hexes, is over 4 FEET across right? If you cut that in half, and just use hexes to track location, you are still talking about a really large map that will be very cumbersome to use. I have tried to make a game using counters on a hex map, and though it can be done, it puts every other counter based game every done to shame in the amount of counters and significant hexes. A computer IMO, is the only real way to do this
Scaled regional maps would then be printed out of the whole map and put together in a mosaic to make bigger maps (the max size of a map would depend on the density of that map).
This is more possible, and a regional map of a few hundred light years much more viable. Again tho, soon as you want to put them together, it becomes the counter game that requires 38 trees to produce and in a game where I constantly got into fight because nobody in the universe seemed to want any detail, an excessive amount of detail.
Cartographer was already there, all that had to be done was for it to be able to print the displayed map. The shaded hex borders was a plus that I had not thought possible (and seeing border changes across eras was totally awesome), the only beef I have with it is that it's limited to a 10LY hex (at least on my laptop) and the hex isn't centered at Terra. Oh and when you display the shaded borders the planet circles and text disappear within the shading because i can't change the outline color of the system and text to make it stand out (based on pictures on your blog your unreleased version allowed you to change the planet circle outline colors).
I had support for any size of hex, and even rendered some as low as 5 before the time it took was too excessive to use. The hexes started at the far left side IIRC which is why Terra wouldn't have been in the middle. I must not have put out my latest greatest version. I still have the source, but I think if I start working on it again I'll start from scratch, redesigning it to support multiple cores, faster rendering, caching, and a few other features.
I'll put this on my plate at a medium-high priority, right after a robotech rule set I'm writing (which could be done this weekend). However, I just found out I'll be taking on the dog of a homeless vet while he saves up for his deposit on a new place, so that could throw a wrench into things. To just get the map done I can knock out in <1 day, some of the other features a few more days. I'll letcha know when I have something more useful.