I've found pro-optimiser ok for distant terrain optimisation.
My 2p, render out a normal map off the HQ mesh, projected off the optimised mesh) and that *should* add some nice quality back to the distance terrain when the sunlight gets low and the shadows start to show up on mountain sides etc.
If you have say 4 geometries (north, south, east, west) and 4 textures, you can then cut the batches and VRAM use by about half.
That lets you either use more geometry or pixel density.
There are many tricks you can do with this entire process.
There is a script out there which takes a camera and does a front/backface check, and selects front faces.
If you animate the camera along the course spline roughly, you can add all the back-faces to a bin-list and delete them.
Oooorr, you can select them and apply a much higher optimisation amount to those areas, since you'll almost never see them.
Also if you're really wanting the very best results, I think (I've not tested this one, but just thought of it now), you could select the border edges between front/back face selections in the above process, and then reselect faces from that edge strip.
That would define the horizon/silhoutte, which you could keep nice and crisp. You could then invert the face selection and optimise that down more.
You could then use normal maps to fill in the missing details from a more aggressive optimisation.
I've created tracks using this approach initially. Then I've created my 'tidy' mesh over the top for the track/tracksides/infield terrain, then I 'conform' the mesh to the HQ terrain.
That way you get nice flowing poly work that is easy to adjust, cut into, etc, rather than an arbitrary triangle mesh with random poly flow, thin triangles, etc.
On 3D trees, I don't see what is wrong with 3D trees in AC if they're done well.
The ones you see in the 3D trees/vertex normals/normal thief examples on polycount.net are nice for example... it just needs people to make them which I'll agree isn't trivial!
Just making a half decent scratch tree set (textures and geometry and normals) will be several hundred hours!
Dave