On my dedi server I've been watching the forest as it migrates to the "optimal state" and I've noticed that as the original 100 quality trees die off, it seems that new 100 quality trees aren't dropping. In the past it was the forest soil that seedlings dropped on which determined the quality of the tree. With what I've read about how this algorithm works, it seems that it shouldn't matter anymore as the game will ensure a certain percentage of quality and type.
The players on my server are complaining that all the trees (especially the oaks) are really low quality, not even above 50, and they've asked if we might use the tree script to cull the low quality trees. I have assured them it's the new algorithm just trying to move towards the optimal state and it could literally take 2-3 real time months for it to work out.
The drawback to this is: People have become accustomed to being in the "end game" within 90 days, they aren't going to wait a real time month or more for trees to grow when they're building their settlements RIGHT NOW.
I think the idea of the algorithm is really great - all except for how long it takes for trees to grow, and adding undergrowth which is taking over the forest. As far as undergrowth goes, it has no purpose except to get in the way (forcing the player to chop it down in order to activate the tree next to it) and cause morning lag because the server is checking this tree algorithm to spawn trees to replace what's been culled and most of it is undergrowth. The whole point was to ease up morning lag by preventing forest overgrowth, and this new undergrowth is defeating the purpose.
I think with a few adjustments, this could actually be one of the best improvements you've made in the game. Nuke the undergrowth, optimize the algorithm so it can work in less time, and this could be golden!