Nice, good to hear you're making progress!
@Tez1010 It may be that you cant set it beyond the default of 60million he refers to.
Yes sorry I meant you can't tp a mob outside the default +/- 30million border because the game won't let you tp to values that exceed +/- 30million. Even when using relative coordinates. I guess a border you set yourself works differently. I did also think this might make finding the coordinates of a player much easier.
@Tez1010 He also refers to an operation you cant do only when you are outside the border to test whether you are outside the border. I cant find this - only ones that always work or always don't.
I think this got fixed a while back, I couldn't get it to work either. Seems like any command you try to run using coordinates beyond +/- 30million fails now.
The fact that tping back and forth through unloaded chunks won't load them if you use a mob is really strange to me, but convenient for file sizes. Just bear in mind that if you use a player I'm pretty sure they will cause the chunks to generate (haven't tested it though).
Regarding the types of loaded chunks, not sure what you mean. Are you talking about the difference between entity-processing (or fully loaded) and non-entity processing (lazy chunks)? If it is I don't think that's something you need to worry about because commands like spreadplayers will load the chunk to be entity-processing. If you can tp to the entity it's in a entity-processing chunk.
If you're interested you can easily tell if a chunk is entity-processing or not by setting up two command blocks with /say in them. Attach one to a redstone clock, and attach the other to a detector rail with a minecart on a looped track. If the chunk is entity-processing both command blocks will work, if not only the redstone clock one will.
@Tez1010 I could tp to the entity for a similar time window as for the back command referred to earlier.
This time window is actually linked to the autosave. When the game autosaves every 45 seconds it also tries to unload all the chunks it can. This runs like a clock, so you'll actually find the period of time you're able to tp to the entity is variable depending on when in the clock cycle the chunk was last loaded.
If you want a visualisation of this Wout came up with an autosave detector a while back:
https://www.youtube.com/watch?v=oGzQzqtCNY0
It works because any artificially loaded chunk (e.g. with hoppers) will be unloaded for one tick as the game autosaves before the chunk loaded loads it again.
I need a rest after typing all that...