Turned out that in certain cases, the factors were all tiny and so both the numerator and denominator became denormalized and the division returned a NaN, ruining all further computations.
After a lot of debugging trying to find the source of the NaNs and understanding why exactly this happened the solution was quite clear, simply expand it back out: (a/b) * (c/d) * (e/f).
This was because due to the nature of the math being implemented, those ratios would always be roughly around order unity, even though each individual variable could potentially contain a very small number.
This costs us like 0.1% performance, but made the code handle all inputs without issue.
I think this would have been a more relevant link
https://en.wikipedia.org/wiki/LogSumExp#log-sum-exp_trick_fo...
I don't think it would entirely do away with things like z-fighting and seam alignment issues, but it would effectively "round" them off in more cases.
I'd definitely encourage any game developer trying to represent a "big world" to investigate fixed-point systems to avoid precision-loss problems creeping in when far away from the origin.
Floating-point is slightly more future proof in a world of increasing resolutions.