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When making this post I didn't realise I could just do a flat export, 3d export, and then use the flat json with the 3d image, which is probably what I'll be doing from now on.
While you're right that the walls will appear more tilted as you get closer to the edge of a large map, their bases stay at the same positions because it is a flat map being projected to a flat image (and so will the room area). I think placing the foundry walls at the top of the 3d wall instead of at the bottom is an unfortunate way to go about it, as it skews the floor area of rooms for no practical gain (that I can see).
There is the way I suggested: While the rendered 3d walls will skew with distance, their bases will not. If you place the foundry walls at the bottom of the 3d walls instead of at the top you can keep the 3d perspective and the consistency of the wall grid.
Of course if you make something large such as 100x100 map the walls at the very edge will easily reach over the whole square above them. What's lost there is the visual items and flooring of those rooms, the important thing is that floor area remains the same, and grids stay aligned.
Example of a flat json loaded on a perspective render that I'm using now:
https://imgur.com/a/CUkVO1Y