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There first one is easy, but the second one is entirely different thing - i.e. should not be a part of that system, but instead a customization.
To implement the first, one can use hashtable for saving respawn timers for each destructable-id separately. Before starting regrow timer, check if such value exists for given destructable-id. If not, fall back to default regrow delay.
Second one is trickier. I.e. you would have to specify a "collision size" of a destructable i.e. area which given tree occupies and needs no units inside to be regrown. Each time a periodic timer elapses and system is about to regrow a tree, check for existence of unit objects within nearby area given the collision size. If at least one is found, this means that timer should be restarted and attempt again in the future.
I can help with coding if you are not sure how to proceed with this one. I might also be updating my TreeRevival this weekend, so our goals align.
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