Currently, this will go to a random beach section every turn. I'm considering a mode of operation which will repeatedly go to the same section to collect 't' squares, until there are none left, before moving on to a different section.
Pro: Every time you go to a different section of beach, there is a chance that it will be cleaned out of 't' squares. Collecting in the same section until it is fully collected will alleviate some of that chance, since we'll be changing sections less often..
Pro: We don't know about the distribution of 't' squares within a beach. I don't find sand dollars or fish scales to be as interesting as equipment, say. Is there always a "higher quality" drop in a beach section, or is it purely random? I suspect the latter, but if the former, fully harvesting 't' squares in a beach section will potentially give you a better haul
Con: Cleaning out all the 't' squares is exactly how the next person to randomly visit the square doesn't find any 't' squares. Which is to say, it is selfish, rather than cooperative.
I may or may not do anything like this, but be aware that I can and do make commits for any reason. For example, the last one also fixed a typo in a message, and even if the new discovery hadn't been announced, I might have submitted that change alone, and your local mods would be discarded for something you probably wouldn't have cared about.