You could also project by setting LaTeX Code: \\phi constant. In 3D, you don't end up with coordinates that map the entire plane
No, you don't.
Typically the sphere has any symmetries you can imagine, therefore the two angles \theta and \phi are (before you decide for where to put the domains [0, 2Pi] and [0,Pi]) to be seen as having the same rights. Only after you do this (here and above I used a standard convention) can you use this projection argument.
Of course, a natural question arises as, if all additional angles in higher dimension 'have the same rights' and are the \theta or \phi like. To answer it, we have to take a look at how we obtain the n dimensional sphere from the n-1 dimensional:
Let me just mention that I'll be doing this for the unit sphere and not the ball since the radius is (almost) irrelevant but the procedure is literally the same for the ball.
The sphere S^0 is just the set {+1, -1}. In order to obtain the S^1 sphere out of it, we rotate the end points of the line [-1,1] in the dimension above. Notice that this line is not the radius but the diameter of S^0. In order to keep the map one-to-one we only need to rotate from 0 to Pi. Now we have obtained the unit circle. Proceeding further, take the unit circle and rotate it along its diameter in the dimension above, to obtain the sphere S^2. The rotation is again only 0 to Pi. Now, by induction, we obtain the sphere S^n. So any new angle that enters the game in higher dimension take values from 0 to Pi
But where does the 0 to 2Pi domain of \phi then come from?
Well, this is just a reparametrisation of the two dimensional disc B^2. First, we don't like the diameter, so we switch to a new variable - the radius. But by doing so, having \phi only from 0 to Pi, we have to allow r to take negative values... ugly! (or just unconventional). The easiest way of surrounding this obstacle is to take away the negative r's and let \phi make a full rotation 0 to 2Pi. Hence, the oddness of the \phi variable.