That's my general approach, yes. I always start from upscaling the original texture rather than creating a model and unwrapping it. This way I ensure that the atlas stays relatively universal, unlike reforged assets (and most modern stylized assets) that have everything baked for a specific mesh and mostly non-reusable. Of course, it always needs to be rearranged to accomodate additional parts and provide more consistent texel density but it's still very much modding friendly.
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You're right,
@YourArthas also noted that. I will add brighter spots.
As I already said in another thread, my current priority is to cover more original assets so I'd rather not spend time on variations for now. I think there are artists in this community that are more than capable of adding some variations to existing models - I am always open for collaboration
You're right, I should check some American barns, they're definitely a closer reference.