That's an interesting approach you're taking, although from my experience trying to force a 2D rectangular mesh into a highly irregular 2D mesh (i.e. guitar face) is going to be a lot more trouble than it's worth. My method of choice is definitely Trippy's, where you crate a two face "template" at the perimeter of the guitar, then keep duplicating that around the entire perimeter using the Edit Form and Alt button. A big advantage of this method, as apposed to the one I was originally advocating, is that the curvature/fillet around the guitar will remain constant unless manually adjusted in specific areas.
Note to create the original 2 face template, you make that by creating a single face by right clicking and choosing Face, then once that 4 sided face is made, Edit form for that face and select an edge of that rectangular face, then hold Alt button down to drag a 2nd face downwards perpendicular to first face (best to do it in box mode, i.e. Alt 1), as shown in Trippy's video. Note to do this, in the Edit form pallete for Coordinate Space I temporarily switch to View space, so the 3 arrow triad aligns with my view (remember to switch back though to World space). As you duplicate these two perpendicular faces around the guitar, make the face sections as long as possible while they still follow the curve of the guitar sufficiently when in curve mode, i.e. Alt 3. Use Trippy's model, or my modified model of his, as a guide for how long these faces around the perimeter should be. Once you complete that phase post back here for more help!
Jesse