you wrote:
There's not a lot of calculations to determine whether or not a tree should grow, and tree growth is distributed across ticks to prevent tons of trees popping up at once and causing lag.
when i used the mod, i couldn't confirm this :-(
i had a really large explored area (up to 16km in one direction, save file with decorations 250 MB, without decorations still 95 MB) and once per gameday (maybe 20 hours or something), my FPS/UPS dropped from 60/60 to values between 20/20 and 30/30. during the next few ingame hours the fps/ups slowly recovered to the full 60/60, only to drop back to those low values another 20 ingame hours later. when i checked with F4, i noticed that renewal usually uses only 0.007 or even less, but matching exactly the drops in frame rate those values were well above 30 or 35 (everything above 2 or 3 starts producing noticable lag) and then slowly got lower again while the frame rate recovered. thus it looks to me as if you spread your calculations a bit, but still do most of the work during the first few ingame hour(s) after the daily growing cycle is triggered, and not spread it equally across the whole ingame day.
because of this huge lag, i temporarily have disabled the mod, but hope to be able to use it again soon :-)
another question: after a whole forest has burnt down, does it recover, eg by the burnt trees regenerating or spreading new trees, or do i have to somehow plant new trees myself, or wait until some trees from the next forest biome have "traveled" through a desert (or other tree-less areas) and start repopulating the burnt forest ?