Trouble collecting nodes in a grid-like collection?

Recently I’ve been working on a mesh deformation wave-system and I’ve been optimizing it as of late. However, whenever I try to collect nodes in a grid-like pattern, my system tends to get glitchy due to how I am doing grid collection.

Here’s a video of what I mean:

External Media

The Issue:

What im trying to do is make sure that all nodes get collected in a square-like shape evenly, but what seems to happen is that the nodes get collected in a spread-like pattern. Here’s the snippet of code im using:

--- Split Bone collections into Quadrants for optimization
	local GridQuads = {};

	-- Create anchor points first
	local QuadrantsPerMesh = math.round(2048 / BONES_PER_QUADRANT); -- Number of quadrant nodes to generate
	local ArrayDivision = math.round(#ExtractedBones / QuadrantsPerMesh); -- Rows & Colums to generate

	local OriginCorner : Vector3 = (MeshDeform.Position - Vector3.new(MeshDeform.Size.X / 2, 0, MeshDeform.Size.Z / 2)); -- Starting position for grid
	
	local p = Instance.new("Part");
	p.Material = Enum.Material.Neon
	p.Position =  OriginCorner + Vector3.new(0, 500, 0);
	p.Size = Vector3.new(1, 1000, 1);
	p.Anchored = true
	p.CanCollide = false
	p.Parent = workspace.Camera
	p.Name = MeshDeform.Name.."-PIVOTORIGIN"

	for X = 0, QuadrantsPerMesh, ArrayDivision do
		for Z = 0, QuadrantsPerMesh, ArrayDivision do
			table.insert(GridQuads, OriginCorner + Vector3.new(X * BONES_PER_QUADRANT, 0, Z * BONES_PER_QUADRANT));
			
			local r = Random.new(#GridQuads);
			
			local p = Instance.new("Part");
			p.Material = Enum.Material.Neon
			p.Position = OriginCorner + Vector3.new(X * BONES_PER_QUADRANT, 0, Z * BONES_PER_QUADRANT)
			p.Color = Color3.fromRGB(r:NextInteger(0, 255), r:NextInteger(0, 150), r:NextInteger(25, 255));
			p.Size = Vector3.new(25, 25, 25);
			p.Anchored = true
			p.CanCollide = false
			p.Parent = workspace.Terrain
			p.Name = MeshDeform.Name.." - {"..X..", "..Z.."}"
			
			task.wait(.2);
		end
	end

	--- Collect Bones in quadrants by distance to each anchor position
	local Result = {};
	local Closed = {};

	for _, QuadrantPoint : Vector3 in pairs(GridQuads) do
		local Collection = {};	

		repeat
			local Nearest = math.huge
			local BestBone : Bone?

			for _, Bone : Bone in pairs(ExtractedBones) do
				local Distance = (Bone.WorldPosition - QuadrantPoint).Magnitude

				if ((Distance < Nearest) and not table.find(Closed, Bone)) then
					Nearest = Distance
					BestBone = Bone
				end
			end

			if (not BestBone) then break; end

			table.insert(Closed, BestBone);
			table.insert(Collection, BestBone);
			
			local r = Random.new(_);

			local p = Instance.new("Part");
			p.Material = Enum.Material.Neon
			p.Position = BestBone.WorldPosition + Vector3.new(0, 10, 0)
			p.Color = Color3.fromRGB(r:NextInteger(0, 255), r:NextInteger(0, 150), r:NextInteger(25, 255));
			p.Size = Vector3.new(5, 5, 5);
			p.Anchored = true
			p.CanCollide = false
			p.Parent = workspace.SpawnLocation
		until
		(#Collection >= BONES_PER_QUADRANT or (#Closed == #ExtractedBones))

		if (not next(Collection)) then break; end
-- unrelated code afterwards
	end