That's probably bound to happen. I pay attention to some of the obvious landmarks, but overall, I'm sure some sections are bound to change between chapters. I try to not worry too much about it, though I do need to get better at BGs.
What I've noticed so far (though I'm still learning), is that readers will generally be forgiving regarding the art in general if the story and characters are interesting and fun to follow through, but they will be very less forgiving if at some point they're not entretained or intrigued.
I think you're refering at how positions and movement across the settings work through out different scenes, particularly action scenes, which usually have characters moving around fairly quickly.
That's actually a fairly interesting point, since as a writer and "director", you do need to keep track of movement and action, but at the same time, you need to try to take the position of the viewer or reader and try to understand how they will take in that information so that it doesn't become overly complicated for yourself and still makes sense to the viewer and "looks good".
It's a bit like taking the director seat and thinking "well this scene takes place in a house, I need a layout of the house, but since the action will only happen on the kitchen and main hall, we can just leave the other rooms empty, and since we will only see one angle from the kitchen, we can get away with only design that side".
From my experience, I first established where an event was going to take place, which parts of the place will actually be seen, and then proced to design as needed. The inital draft is incredibly helpful for this, since I will have a good idea of what angles and places will actually need to be drawn and the position of the characters across the scene.
When it comes to action scenes, I've only done a few, but I did kind of made a rough draft and script of the main beats of the sequence, how it was going to begin, the main battle beats, and how it was going to end, then elaborated and spice it up as needed as the script was developed.
And as I mentioned, keeping the reader spatial awareness is important, usually by placing obvious landmarks easy to follow as well as how you position characters per frame so movement makes sense. If the reader can't follow what is going on and it's all a blur of action, they lose interest in very few frames. At the same time, the reader doesn't like things being too obvious... like "Why is this big pillar on focus all the time?"... so you have your main landmarks, but spice the scene a bit so the focus is on the characters while the layout is out there "at the corner of the eye".
Kind of how we handle the focus of the eyes in an art piece through saturation/lineart/etc.
It's kind like the diference of a movie where the action is clearly laid out and moves from place to place (Jackie chan was exceptional with this), and an action scene that is just a series of close ups with a shaking camera.
I'll be glad to continue to elaborate more if you're interested, and what I've learned has been from both experience and videos (LOTS of videos) I've been looking into while I work on this. But for now this is probably already a bit too long xD
You're too kind I have indeed wanted to record some videos, but to be honest I don't think I'm there quite yet, as much as i've explained, I'm still learning. It feels like every day, every chapter I learn something new and realize I screwed up a bit in the previous work.
That and time, which is very scarce for now. I barely have time to progress in my arts stuff, so for now I'd rather focus on learning, keep elaborating manga stuff, and once I've met some goals, I'll try to expand to do more.
This year I'm taking it a bit slower too, though once I've met some goals I do hope to go hard at it again like I did last year.