Macole - thanks for the brilliant testing!

Let me know of any mistakes in the future, such as Daggerfall being spelled as Daggerfell and Vvardenfell as Vaardenfall as on the map I started out with.

A brilliant map but some of the labels had to be redone... Which meant
all of the labels because I could not match the original font. Oh, and yes, Atmora being relocated South... This is all easy to fix when you have the source files, as I do.
A word on how the map works. There are two independent things: the background image and the map markers. The images live in Data\Textures\menus\DynamicMap. The image is what I've changed, the markers however come from the mods you are using (respectively, vanilla markers come from Oblivion.esm). A marker has its coordinates in a particular cell, and the idea is that the background image provides the correct picture for that cell. So the map does not do anything at all to the markers - if they existed on your previous map, they will exist also on the new one. (I have all map markers revealed, whether I discovered them or not. Useful for testing the map. And generally a cheat.

Or is it? When I buy a map in a shop, it normally has towns and villages marked on it already.)
When it comes to mods that add new lands far outside of Cyrodiil, they often do that in a separate worldspace that is not anchored in Tamriel, that is they don't have any coordinates in the Tamriel worldspace. So you don't see any of the Shivering Isles map markers in Tamriel - that would be weird.

Whether or not a worldspace is anchored in Tamriel is determined by the mod you are using, not by the map.
So with TR Stirk, they have obviously anchored their worldspace in Tamriel and the map provided a drawing of an island in the right spot. So when you travel there, you can zoom into the map and see whether the shape of the island under your feet corresponds to the drawing on the map - or does it appear that you are walking on water. It is probably fine with TR Stirk, but generally this is what we need to check.
With Valenwood Islands there is a confusion - there are two versions of them... I have markers on the Valenwood Islands on my map, and I think they come from Valenwood Improved. Reading through Valenwood Island mod, the author says they are located in a separate worldspace, and I think she means that it isn't anchored in Tamriel. Which means that when you eventually travel all the way South in Valenwood, you will discover another set of Valenwood Islands...

Clearly, when Martin shattered the Amulet of Kings, it wasn't just Kvatch that got duplicated... I have Valenwood Islands mod loaded, but there are no villages in sight - they should be floating in the ocean to the South, if they had been anchored in Tamriel, but they are not there.
Valenwood Improved + Elsweyr Anequina + Senchal the Sea Side CityZoomed in Southern partAlternative lay of the land: Elsweyr Anequina + Elsweyr Pelletine. The arrow shows the location of Valenwood Islands with this land layout, but there are no map markers on them, which means that the mod is not anchored in Tamriel.
I shall change the description on the mod page to reflect these new findings! This means you can load Valenwood Islands either with Valenwood Improved or with Elsweyr Pelletine.

Since they don't show up on the general map anyway.

Oh well.
There will be a map update after some time - I noticed a few things myself that need changing. But it seems to be useable as it is!

Glad you like it and many thanks again for testing!!
PS. If anyone is wondering, this map is available as a mod on Nexus:
Tamriel HD module for Dynamic Map.