Using physics to generate the clouds is not a good idea, the grid resolution would not be sufficient at all to work at a planetary level, and those clouds would be generated using iterative simulation steps and not procedurally, which we need. I haven't investigated those libs in too much details but my bulk feeling is that no, we can't use them, we'll have to find a solution that works procedurally.
If clouds are procedural it'll be kindda hard to have dynamic turbulence and whirls based on ships movements. If clouds aren't procedural, then the resolution isn't good to cover an entire planet. So it's not too likely to happen, sorry.
Yep, we're planning for something similar to this for atmospheres.
Yeah, that's what I have in mind for volumetric clouds on gas giants. With some technical limitations, of course.
I've tested procedural placement of tree meshes on planets in the past, but that was just as a placeholder. We need a better solution that can provide a higher density of trees, and better performance. So that's R&D, but no, we haven't done any significant work in that area yet.
In the future we'd probably like to generate the trees procedurally, based on their planet environment. For Battlescape, if we add trees ( which isn't guaranteed, especially if we raise the minimum amount for the Kickstarter ) then it'll probably be some statically spawned meshes on the planet surface.
They'd probably be indestructable.