I've decided to use the Atmos locations, as suggested above, though the speakers won't be in the ceiling but hung just below it and aimed at the couch.
The claim of "anemic Atmos tracks" was made in the recent video by Gene with a guy from Auro3D who urged folks to use Auro3D on Atmos soundtracks, so I guess I'll take that with a grain of salt. (I don't even have Auro3D decoding in my Yamaha,)
I think you made absolutely the right decision. I should expand on my thoughts on this.
I'm suspicious of Auro 3D on technical and mathematical grounds. I have to wonder how much of the hype is generated by lavish "liquid" lunches.
Dolby Atmos and DTX are object based and Auro 3D is channel based. In my view being object based is a much better idea. Any point in room can be defined by just 3 data points. These are the xyz coordinates.
So you need an audio track and a coordinate track. This keeps it simple as long as you can keep the audio and coordinate data in perfect synch.
I fully expect a channel based system to go the way of SACD which is another awkward system. No one uses DSD for production. All have worked in PCM and just converted to DSD at the end. So I would expect a similar fate to Auro 3D before it expires. In addition Dolby has far greater staying power and resources.
DTS has stolen a march though as it is more flexible as the system can learn and adapt to where the speakers actually are. So that is why it can work with the Dolby configuration.
The bottom line is that my advice is not to put any significant resources into optimizing Auro 3D. I certainly have not, although my new pre/pro does support. I'm not devoting more speakers and amps to it though.