In Inkscape I mostly use just rectangles and paths for dealing with terrain graphics.
With paths, you can create any filled polygon by just making the ends meet and setting a fill color for it. Then you can further deform the path by dragging the nodes and/or edges. I find it great for laying out grass and sand areas, I might also use it to level certain areas in the heightmap.
For roads and pavement, I again use paths mostly, just this time I keep it as a disconnected path and use the stroke width to give the path some width.
For trenches that have a lowered center area, I think (I haven't done this in a while) I create a trench as a closed path first, then poke holes in it at the entrances by removing specific edges from the path. Once I'm done with the trench walls, I copy the path over to the height map layer and align it properly, make it completely black filled first, then adjust the opacity to about 10% so that it ends up just darkening the heightmap slightly, effectively lowering the height at the center of the trench. Then I usually also copy the trench path to the sand layer, make it filled again and pick a sand filter to give some random appearance at the edges of the trench. The not-so-nice part about this is that if I have to make significant changes to the trench wall, I basically have to redo the copy & paste with both height and sand layers.
Yeah, if you want a bigger map than in PvP template, just adjust the boundaries e.g. so that they are closer to 2048x2048 page size. You'll want the boundaries somewhere still.
Some RWR objects use the actual extent of the Inkscape objects, some of them don't. From the top of my head, it's just buildings and signs that actually make use of the extent. For the others, it's just roughly used to visually indicate the size of the object. Buildings have a minimum size of 1.5x1.5 (m) which corresponds to about 3x3 (px) in Inkscape with the settings in the "official" templates I believe, the building sizes get also truncated in RWR to match a multiple of 1.5m.
Some objects have specific properties which can be set using the object description field, like height hint for trees for instance. You'd set "height = 4;" in the description, and the game would try to pick a tree model with that height. Currently there's no documented summary of these fields or the ranges anywhere, so you basically have to look at the existing maps and objects to learn more about the customization possibilities with them, or ask about it
Also, the Inkscape object's center point should match the center point of the object in RWR, but there's a somewhat big problem with the way RWR works with Inkscape if the Inkscape object has received a matrix that deforms its original size. In such a case, you end up seeing the object positioned more or less off in RWR to where you tried to position it in Inkscape. Currently it's not exactly known where the matrix deformation comes from, but it's relatively easy to fix it as long as you haven't ended up duplicating such a deformed object all over the map. Read this
viewtopic.php?f=7&t=135&start=10#p2635 if you haven't already.