i don't think its a problem of any of these layers.
i deleted the default shader and tried both, surface and distribution shader. none of them worked.
Also, if i use a surface layer with only color and slope limitations after the tree network, its also using the compute normal. :/
i tried to split the displacement and the color, but won't work either...
even tried to apply the color before the displacement. still the same.
also my light-green layer is gone on the trees; even if they re not colored at all.
so my conclusion is: tg2 uses the last compute node within the node-network; even for shaders that are applied before.
a compute terrain shader with a greater patch size just before the input into the planet confirmed this. then its using this compute node.
--> no matter what i do, every limitation in slope will *uck up my trees.

a great new function therefore would be something that takes an input, and then only outputs the color, just using what was done before.
or, what would be best, you can choose which compute node is used in the shader.
... and they looked so decent from above...