Answer to your first question; yes. Maybe the transform shader isn't needed, but it makes the fractal adjust to world scale instead of UV scale (but then again, this maybe isn't important here).
The default shader has inbuilt reflection, translucency and luminosity, so that's why I use that.
You can also replace the needle color UV map by a whitish map, then you can add the translucency and reflection and luminosity in the first default shader, and forget about that added as child one.
Or merge two default shaders, one with white needles, one with colored needles. Merge by a controller like altitude (distribution shader) or PF (world space).
Just work on one tree in a new file and experiment with all possibilities until you get something you want, then save as tgo, and open as pop in the big file.