Thanks VinoBob, Zippy24, Zezeri and Olli!
Yes there are normal maps as well as specular maps, though I could try to sharpen them a bit to make individual needles stand out more. There are some problems with the way CE2 renders normal maps, they always seem to end up having sharp edges with no feeling of depth... I don't want to sharpen the bark normals too much, but I could try to increase the depth.
I'm afraid saturating the bark texture makes it tile too noticeably - also by having a desaturated diffuse map it's easier for the map designer to adjust the hue of the bark to his liking. I'll look into it, but I don't promise to change the saturation.
The needle branches are finished for now - I redid them three times already, and the final one is a compromise between realism and good appearance in-game. Yes, the leaves are "too thick" - but as the individual fronds of needles are flat in the model, I have to compensate for the lack of actual 3D thickness by making the needles closer together; as you can't see "through" a real-life spruce twig, I had to make the texture to suit and reduce the gaps between needles. I hope that makes sense!
It also helps reduce aliasing when viewed at a distance, if there aren't too large gaps between needles in the texture. The same principle applies for the branch beneath the needles; it's not usually very visible in real life due to the amount of twigs covering it from most directions. This is, again, a compromise between realism and solid appearance in-game!
The texture resolution is 1024x1024 - I figured 2k wouldn't bring much improvement except at really close range, but it would quadruple the video memory consumption of the texture. It's anyway higher resolution than the stock Crysis vegetation textures.
The dead branches are problematic - I agree that there should be more of them, but increasing the density of the branches introduces some problems with z-fighting - I have enabled alpha blending for the dead branches, because without it the narrow branches look very aliased from a distance. I will make variants with more dead branches.