In looking at photos of those palm plantations, the trunk spacing looks to be at least not too different from my array's row separation of 8m.
The way the model is built, in order to keep the poly count to the absolute minimum, requires dead straight rows of regular spacing. I can offset the blocks somewhat as they are put down end to end, but the straightness aspect is not going to be masked, really. The facing of a row of single palms is only a slight distraction from this aspect.
We have to suffer the game engine limitations if we aim to suggest the overall aspect at least as strongly as the smaller details. It really is a balancing act. After my first laying down of the 6x6 arrays only, filling I with single palm trees, the minimum frame rate git down to 20 fps. After using the 3x3 arrays, and hence fewer single trees, the minimum frame rate rose to 32 fps (on my not exactly world-beating machine, an i5-9600K boosted to 4.8 GHz with an RTX 2060.)
My comments in my last post regarding object color and tone as compared to the general forest was not really considering the palm plantations. My concern was revolving the use of the now older 40m block object, whose texture is built around the 'wilder' jungle look, in cases of natural mixed-tree forest.
As is the case at Barakoma. Our map treatments to now have dealt with this case by laying down a splattering of many palm tree objects, mostly the groups of several. Which fails to do justice to the actual density of the growth, which moreover is not palms.