Tessellation feature - accuracy

I'm currently using L3DT to edit the terrains for use in our game, BeamNG.drive and with the latest beta [14.02 beta 3] the tessellation feature has been causing me some issues due to being somewhat smooth shaded. The problem is that because we simulate street cars realistically things like potholes/bumps etc must be sculpted with quite a bit of accuracy or it becomes unplayable. We're using a 1:1 (1px = 1m) heightmap so potholes and bumps are often only a few pixels and it's incredibly important that their depth/height is minor.

You cannot see the potholes or bumps without the aid of decals on the road because of the very small elevation change yet they still have a huge impact on the driving experience.
The current tessellator is smooth shaded along one axis which makes editing delicate elements like this almost impossible. At that level when smooth shaded it is almost as invisible as in the screenshot above.

Will the tessellator remain partially smooth shaded or will it be shaded the same as the rest of the map (hard shaded)? Also, are there any plans to include an option to disable it?

You cannot see the potholes or bumps without the aid of decals on the road because of the very small elevation change yet they still have a huge impact on the driving experience.
The current tessellator is smooth shaded along one axis which makes editing delicate elements like this almost impossible. At that level when smooth shaded it is almost as invisible as in the screenshot above.

Will the tessellator remain partially smooth shaded or will it be shaded the same as the rest of the map (hard shaded)? Also, are there any plans to include an option to disable it?