OK. I wasn't going to post but I'll post every so often when I get a new technique in Wings which moves things forward. This one is highly regulated which we don't want that but I'll get into how to jitter things around later. I'm also not posting anything which isn't quick.
The method here was - create a cube, smooth (subdivide) the top. Change to vertex selection, reduce this selection (so it's the central vertex), move this vertex fractionally outwards by normal (to splay the sweep extrude), change to face selection and sweep. Start again and keep doing the same. Once you have enough splits you will need to use select edge by length to get only the short edges. Invert this selection (so you have long edges) then cut the edges and slide to near where the branches join. Repeat this for the other side of the join. This keeps smoothing tight around joins and you get the result in this render. Base was also splayed out a bit. I was going for angular branches but there is an extra way to make it bend. One step at a time though.
This actually goes against my branches as separate geometry but it seems there are several ways. This technique does keep the geometry low poly and Plant Factory will not create trees with this technique. it will lack the intelligent geometry decisions you can make at every step of the growth to change the effects.
I will not be using Plant Factory, that's for certain.