I could probably implement a system for "auto-seeding" the nav points from a single draw deck. I'd have to do more research into how a system like that would work. Right now the nav points are all being handled as a single piece with multiple layered images; the current function selects a layer at random to display when you ask it to, and what it picks determines the nav point card you see. And right now, all ten nav point cards are possible at all five nav points - which is why the "two possibilities per point" solution would work and it'd just be a matter of removing the excess image layers at certain nav points. I say it'd work - it'd work for the original 2-player game and the CIC bottleneck board, but the 4-player map has eight nav points.
"Stacking"...I'm not sure I can explain it very well, other than to say that what is in that image is a stack (and there's a preview of what specifically is in the stack above and to the right of it). Honestly, I've given it more thought since I wrote the question and I think it looks/plays fine the way I've got it.
The order of the cards shouldn't flop around once a stack is formed. On the other hand, drawing a specific card out of the middle of the stack would be convoluted (for example, lessay ol' Rusty there got in a scrap and some Cat played his Malf on his backside, and the Cat told him to lose the Stealth Technology card. To do that, it's necessary to remove the Arrow, Rusty and the Gold Star from on top of the Stealth Technology card one by one, discard the Stealth Technology card and then reassemble the rest of the stack). I haven't found a way to draw multiple cards off of a stack at the same time; if I do, however, I'll make sure to say something.