Ok, after a while I decided to finally release so called Flowgraph Plant Grow System. Note that this system is still work in progress, so i dont guarantee it will satisfy your needs. As of this moment, i have worked with ITERATOR to get all available entities (yes, any entity can be used with this). You have to set your plant in Sandbox, offcourse made by separate pieces (eg. leaves, branches, etc), and choose the same name for them all (for me: Basic.Leafs01, Basic.Leafs02...). You dont have to make 1000 copies and then change them all. Change name first, then copies will add first free extension number. YourName1,2,3,4,5,6....
How it works?
Basicly when you finish easy setup of building a plant, and get in the game, you will see your herb "preloading". Using flowgraph in Sandbox2, I scripted simple leaf lifecycle simulation, using Game Tokens as a "sattelite hard drive" for all leaves . It is interesting feature, as GT's keep all usefull information about leafs, branches, scale, position, etc (acting like global variables). So it is possible that we set final look/stage of our plant, and watch how it grows from nonexistence to vegetative stage.
It means, that what you build in first place, is what you will see at the end of cycle. You can choose how fast it will grow, intervals between the changes, and growth multiplier. You can use up to 1500 entities, that will dinamicly be selected and scaled in desired new size in our custom cycle. At startup every leaf shrinks down, and then at previously set time intervals they will grow by 8 percent of current size. Effect is nice, if worked properly it can bring you more joy of virtual environment.
My first idea was, to make the plant "watch" sun's positions and intensity during the day, and dynamicly change its growth factors for each segment/branch/leaf. So, we can basicly have shaded laeves growing less, and top leaves growing faster. Also, i wanted to dynamicly set parents or 1000 entities at runtime, of every single leaf, but that caused some major bugs in SE2. However, i am posting this to encourage any good modder to continue the project, and contribute to the knowledge base of CryMod.com and my humble attempt to advance CryEngine2 use. Expect to get the Flowgraph as soon as i translate comments, so begginers can understand whole process.