That giant landscape would be very complicated, but with perfect knowledge of the game, it would be possible to assign a definite numerical minimax score to each point (game position) in the landscape and use that as the vertical elevation of each point.
I don’t think of this landscape as having a central winning peak that you can just move towards. You are not alone on the go board. One player (min) tries to go in a direction that makes the the trajectory go downhill to a nearby valley, while the other (max) tries to go in a direction that makes the trajectory go uphill to a nearby mountain. But when neither player makes a mistake (going in a direction that helps the opponent), all they can really hope for, is to keep the trajectory at the same elevation.
The reason we can’t actually do this landscape mapping is not a problem in principle. It is more a technical problem: The universe is not big enough to contain this much data.
But we may get arbitrarily close with bigger and bigger computers in future eaons. (In fact, current chess engines can already play perfect endgames without any reading, by looking up precalculated minimax scores from a large database of board configurations with up to 7 pieces on the board).
Let’s assume for now that we have an oracle with access to a universe big enough for all that data, that can provide us with the minimax score for any game position we ask it about. With such an oracle available, making a perfect player would be a piece of cake.
When one of the players in a game is perfect, the minimax score would never change from their move (the don’t make mistakes). When both players are perfect (and komi is perfect), the game trajectory never deviates from elevation 0 and the game always ends in jigo.
A game between imperfect players would also follow some trajectory through that giant landscape, but the elevation would vary above and below 0 along the trajectory, as the lead of the game shifts back and forth between the players, because of their mistakes.
A game trajectory can be projected to a 2 dimensional graph with minimax score on the vertical axis and move # on the horizontal axis (like OGS AI review graph, although a perfect review graph would be perfectly accurate, while an AI review graph is not quite as perfect and needs some error bars).
From such a perfect review graph you can extract the point loss from each move, and by some statistical aggregation of that data (such as a simple average per player), you can reduce that 2-dimensional review graph to one number for each player.
Regular rating systems reduce this data even further. The game trajectory through the landscape is totally ignored, except for the game result. Regular rating systems are agnostic about this landscape and even about which game is being played (go, chess, tennis, rock-paper-scissors,…)
I don’t really understand what you mean by updating / rearranging the landscape. The shape of the landscape is fully fixed. The players are only creating the route of their game through the landscape by the moves they play.
Handicap games have a different starting point than even games (the board position is not empty and the start elevation is not 0). But they are still just board positions with a fixed minimax score, like any other position.