I think the main trick about the resolution would be creating a secondary image manifest for high-res blocks. As the current 16x16 pixel block images are loaded they're merged into a single image, which is then fed to the OpenGL / the video card for rendering. It does that by painting a 16x16 section from the appropriate location on the big image to the screen.
So if you were to make, say, 32x32 higher res plant textures only a quarter of that would actually paint (not to mention all the coordinates would probably be off). Or so is my quick theory, anyway, still not a 3D wizard
A second higher res image manifest would work the exact same way, just with the larger numbers.
What I don't know is how we'd differentiate between the two different manifests during loading and rendering. That might take a little work to prep.
Or maybe we can make the coordinates dynamic instead of only every 16x16 - then perhaps we could have everything in the same manifest. That would also open up the potential of, say, 32x64 two-block textures for larger billboard plants.
Breaking two-block high plants might take some work - could be the same system as trees that know what blocks they're made up by, but in a smaller version . Which isn't built yet either and would likely involve entities. Maybe two-block billboards could be handled in a more simple fashion.
I'd need to refer to the experts for more details and an idea of how much work this would be to implement.
In the meantime - I think you might be able to cheat by stitching a single high res plant together by using multiple (non-billboard) blocks, then putting them together like a small puzzle. Not very elegant, but it
could yield an idea of what it would look like in-game
I might have pushed this angle prematurely vs. implementation level