xLights does a great job of managing the channels for you. As you are aware, a Universe can only have a max value of 512 channels, but you are free to make it any number you want, less than that if you desire (I prefer to leave them all at 512) Your Universes do not need to go sequentially. You can have Universes 1-20 then 30-50, etc.
I am assuming that the running channel number you are referencing is the channel number indicated in parenthesis in xLights? This number is the Absolute Address for this channel. An Absolute Address is a number to identify each channel, each pixel needs 3 channels so will need 3 sequential UNIQUE Absolute Addresses. You cannot have duplicate Absolute Addresses in your show (unless you have different pixels acting as one pixel)
If you do not manually change the
Absolute Address of any of your model's start channels in xLights, then the Absolute Address reflected in xLights will just count up from 1 to the end of your channels, for most people this is a reference only and ignored. If you were to add a Universe in the middle of your layout, xLights will automatically adjust the Absolute Channel reference to all of the subsequent Universes. This is the biggest advantage of using Universe/Channel addressing and relative model start channels. Expanding or changing your show hardware or size is greatly simplified.
You can identify each channel of each pixel by whatever method you want, I suggest keeping the Universe/Channel method you are currently using and use this in all of your devices, XL/FPP/controllers.
So using your example and assuming that you are not using manual start channels on your models in xLights,
Universe 1 has 200 channels so the Absolute Channel referenced in xLights will show Channels 1-200. Then Universe 2, channel 1 actually maps to Absolute channel 201 and the Absolute channel reflected in xLights will just keep counting up. As long as you keep to the same convention in all of your devices, you shouldn't have a problem.
Going to Unicast shouldn't be a problem but to be sure I am tracking, I am a little confused with your question.
So since the FPP setup has all my channels running sequentially (1st to the last) my question is: in the FPP Layout tab how do I assign the specific IP address for the start of a given model for unicast purposes since my channels in the controllers are broken up with starting channel number 1 for each universe?
What part of FPP? I don't know what the layout tab in FPP is referencing, Channel Inputs, Outputs? xLights has a layout tab, but I don't think FPP does?
Your FPP device has its IP address set up so it knows it's IP address and you don't need to set up the IP address for a given model.
To try and explain it (not totally accurate but an example). If you have a main player (FPP/xSchedule) and have it connected to a switch/router. Then you have 8 FPPs (controllers) each connected to the switch/router through an Ethernet cable.
If you are using Multicast the player will send out the lighting information similar to shouting in a room to everyone. So each ethernet cable going to the FPPs will be transmitting the data for all 8 FPPs(controllers) (there is back and forth communication as well). So each FPP(controller) will receive something like, "controller 1 (actually the IP address for controller 1), light your lights this way, controller 2, light your lights this way, controller 3, light your lights this way, etc." and this will be repeated on all 8 ethernet cables. Controller 1 knows who it is (by its IP address) so will only listen to the information relevant to him.
When you use Unicast, the router/switch will route the relevant data to each FPP/controller. So on the Ethernet cable going to controller 1, it will broadcast, "Controller 1, light your lights this way", on the Ethernet cable going to controller 2, it will broadcast, "Controller 2, light your lights this way" and so forth.
Each network communication has some back and forth communication indicating that they received the info sent so it is more than the basic communication so you can see that using Multicast greatly congests the network traffic.
So basically with all of that mumbo jumbo I spewed out. Changing to Unicast should be a simple almost seamless change!