Making trees as crossed textured flat meshes it's pretty good. In this case the maximum tree width should differ from the minimum by the square root of 2:
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That's how they render entire forests in DCS. And they sure look good enough, for a flight sim. Though I think they use another trick for the 'top' view, like another 'foilage plane' that behaves like a '2D sprite' of the old days.
The 'low poly' 3D approach works well with a 'cartoon-like' art style (a bit like the one we use on Space Station Designer), but as you say, it isn't really compatible with a 'full-realistic' style.
You did great work already, such trees would improve a lot the Earth surface bases visuals.













