Kev,
The attached table should help. I compiled a listing indicating which "h" & "b" series textures displayed for a landclass patch made using EZ-Landclass.
Don't overthink it.
CFS2 doesn't use the landclass types for anything other than deciding which texture to display, so the whole lot are just a series of texture numbers. If you have the right texture, you could use any landclass value as the call to display it so long as you rename the textures to suit.
That's kind of what I did with the Aleutians snowy ground textures, IIRC I used the "002b" texture call-out, which is for sandy desert!, together with 006b & 013b. The textures look nothing like the originals, & don't match the EZ Landclass description, but CFS2 doesn't care, it's just using the landclass to tell it which texture numbers to display.
The b series textures are used for everywhere apart from the SWPTO, but I'm guessing parts of Northern Australia might be considered SWPTO by CFS 2, so you might need to be a bit cute with the choices, depending on where exactly you are?
Looking at the table, for barren land outside of the SWPTO I'd use 002b & 003b textures, with single cell patches of 131b or 137b for really bare ground. For rough, bare terrain, a brownish 006b set works, but I've also used 018b for a more rugged look. Heck, you could even replace the snowy rocks & use 001b, as within the Northern Australia area I guess you wouldn't have a need for such textures!!!
Inside the SWPTO area, you have a bit more choice & variety. 061h & 062h are usually bare ground textures, & you could always use 019h (the equivalent of 018b), & 131h & 137h for the really bare patches. But there are so many "tree" landclasses that use slightly different textures that you might even consider using one of those instead. Finally, you might just replace the snowcap 001h textures & use that landclass number.