You got it. The only way to be in the Ground row of the high alt map is to first be in the high alt map. The ground row is representative of a unit leaving the high alt map and entering the lower theater on the next movement turn that has the different turn phases.
From the low alt map, you rise above 10 to enter the first atmospheric row at what would otherwise be 11. The ground row does not exist other than to signify that a unit is transitioning from one map to another, from space with 1 minute turns (every 6th turn) to the ground map rules every turn, which is 10 seconds.
The relationship of each, and their respective rules, is presented in order form highest altitude to lowest. It can be a little confusing, but you'll notice it if you flip through it again. The limits of velocity apply to when you are crossing the space/interface row in the high alt map. That's why the maximum velocity table is shown with the rules for the high alt map on page 80. There is a max velocity you can have in each row, otherwise your ship suffers damage dependent on the velocity that is over the maximum amount.
Here a phrase from TURN SEQUENCE on page 78. Take a moment to read it over.
"Because space turns represent one minute, six atmospheric turns take place for each space turn. During play, the six atmospheric turns come first, followed by one space turn. Units moving between the space map and low-altitude map are removed from the current map at the end of their turn and enter the new map
at the beginning of the next appropriate Movement Phase. For example, a unit on the low-altitude map moves to Altitude 11 in the Movement Phase (Aerospace) of Turn 3. At the end of that
turn, it is removed from that map. It enters the space map on Row 1 of the atmosphere during the next space Movement Phase, which takes place after the sixth atmospheric turn."
Someone else will have to clarify whether you can commit to combat either way while on the ground row. I don't know. I use abstract maps myself and leave out the high alt map. If it is like Battleforce, the turn sequence puts space movement AFTER ground movement on the lower scales, which means you lose the space turn combat phase in the transition during the movement phase to pick it up on the next movement phase of the respective scale turn. Again, I hope this was helpful.