The parallel tiling is neat, and the resulting cross-boundary replacements are neat as well, but they are in no way WFC, and as a result will lack a lot of the positive properties of the original algorithm! This is a kind of procedural generation now that does approach the properties of WFC in the limit as the number of chunks and comparisons goes to infinity.
It is a great way to scale an approximate/approximating WFC algorithm (and I'm a huge fan of the first post on this -- sent a video of results from it to someone just a month ago or so!), so it may end up being much more practical in use day-to-day due to the speed of chunk loading.
I do maintain that WFC looked a bit nicer and more natural due to the iterative collapse bit and the constraints out on it, it felt, very "cohesive". I feel like some of that has been lost in the speedier chunk-based algorithm (i.e. the entropy of the generations is much lower), but, this doesn't mean that it's not as useful or anything like that. Just a tradeoff for parallel computation (and I'd call it something like "approximate WFC" or "pre-baked approx WFC" or the like just for clarity's sake).
In any case, good work and I appreciate the problem solving skills and especially a lot of the hard problem solves like the heightmap differences and such. Very cool stuff and I'd love to see how this (and/or adjacent techniques) get incorporated into games at some point in the future! :)