Sorry, here it is: http://www.gamesas.com/index.php?showtopic=1384974. This is the topic where a Beth dev talked about the "islands" Balok mentioned. Balok probably gave you what's important, but thought I'd share the link.
When I get errors, and I suggest checking often, I let the CK delete the triangles and I just remake them.
Now, some tips for checking: Use the Check Navmesh option regularly, but don't be surprised when it doesn't get all the errors. So I aslo save regularly because you'll see errors that weren't shown before. And I also reload regularly to get the rest of the errors. Guess I forgot to mention that before

Oh thanks for the link.
Yeah I save often, I recently found out the CK (And GECK) have a backup folder and save esp like things at 10 minute increments or so, that is awesome and I have relied on that when I made some really big screw ups like using a roombound in the exterior, loaded the game up and it deleted everything in the roombound, had to go back an hour and it was a nightmare trying to fix all the seams and such, still don't think I got all of them yet.
But this navmeshing tricks are great, I was only familiar with the absolute basics.
You click the triangle with a question mark on the navmesh toolbar, and say 'check for errors', it will say 'Found X triangles, delete them?' say no, then click 'Next Error'. It will take you to a guilty triangle. Delete and remake it. Then check for errors again (It must be done each time you alter the navmesh at all) and repeat until you have 0 problems.
Navmeshing exteriors is fun... I wish. Especially if you get upwards of 30 errors a cell. I have 800 cells to navmesh in the coming months. I think it's what I'm looking forward to the least. T.T

Wow... Navmeshing didn't even cross my mind on work to do when looking at your mod... good luck, it will only make the final product feel so good!
Well I need to try out this check navmesh thing and clear up some stuff I suppose.