No PsychoSilence you aren’t too late, but you are delayed…where were you last week when I’d torn out less hair?! 
Really fantastic tutorials. They tought me a lot. I’d been struggling with the grayscale mapping of an object and not showing it in the viewport (I was cloning geometry and making one not renderable) but your method is far more straight forward.
In your second tutorial it’s a shame you didn’t pause the script working and come back and show the finished product. Also, I could see some value in comparing a forest scattered with non proxy trees and the render time recorded, then do one with the proxy and show the render time improvement.
I’m thoroughly enjoying the use of the multi-sub object material in the Source and it being passed through the life of the particle. I now appreciate the value of the scale operator and the scale entry in the shape instance operator and how they differ.
I’m curious though, in your second tute when you talk about shrubs or mushrooms to generate a wood, how do you do this? Do you duplicate the particle system before running the script?
Is the only variation available rotation? So you need multiple PFs to have different types of trees? Or can you ‘tint’ a proxies material with a multi-suboject mat? I’ve got visions in my mind of an overlay or multiply like in photoshop.