I sure ain't gonna squeal like a pig!
Sorry for hitting you with a rather obvious cliché that crudely distorts the diversity, beauty and no doubt kindness of you and all other Southern folks. That was a bit insensitive of me.
You can paint any texture of every tile size onto the blank terrain. Starting with the layout, the way you did, makes sense and will help your workflow, but it's not a fundamental requirement.
Grasses are coming at 256 resolution by default, making them look block1 as soon as the view gets near them. I went for 512 at the Black Swan, and probably could even have gone for 1024. When you create your grasses in Photoshop, I recommend that you work on a much larger size (I used 2048) and only downsize them when they are finished.
Every texture and grass that you import needs to be set up in the inspector. Just highlight your texture under assets to bring it up.
For instance, changing your filter mode from bilinear (default) to trilinear and increasing the Aniso Level will render your texture a bit crisper when seen from an acute angle. Otherwise it washes out quite quickly.
Likewise, set the max size properly, depending on the size of your texture, and change the Format from "Compressed", which is set by default, to either 16bit or even Truecolor. This, too, will help a little.
The same goes for textures and normal maps for your imported objects.
When setting up your grass billboards, you also get to select a transpareny setting (mine is set to Transparency from Alpha) and have to change the wrap mode to "clamped".
As you see, there's an annoying amount of small print and bureaucracy involved, even at the early stages of the blank stare. Here's a rule of thumb: When you import a new asset, ALWAYS-ALWAYS-ALWAYS call up the inspector first and do your homework.