Huh. Was unaware of the issues contained within the mod based on your chosen methods of solving the problem. Is there literally NO other way to A: respawn the flora while B: having no hit on FPS (as you've worked hard to ensure) and C: still have movement in the flora? I know this sounds a bit silly but I'm actually torn between respawning Flora and that tiny bit of movement. I'm terrible, I know.

Also, technically plants ARE supposed to respawn after 10 or 30 days, that being I assume when a cell is scheduled to reset. http://www.uesp.net/wiki/Skyrim:Respawning. Not sure if that's a thing you already knew (I'm not aware if cell resets are scheduled at 10 or 30 days, or just happen whenever the cell is unloaded or what have you.). Also, by the article, it's quite strange the mechanic they use to respawn cells:
For any area to respawn, you must not enter the area during the specified time period. Each time you enter the area, the respawn clock is reset.That's a terrible way of doing things. Some cells would NEVER respawn in a game, like Whiterun's main area. I pass through Whiterun and its surrounding cells almost daily when I play, so they'd
never reset. Couldn't they have made the countdown start from whenever you FIRST enter a 'fresh' or 'reset' cell, and regardless of your entry, it continues to count down. If you're IN the cell when the countdown ends, it adds an hour to the countdown and keeps going. So when you leave, in under an hour, the cell will reset. MUCH higher chance of cells resetting that way.
I wonder if that's a thing that could possibly be scripted? Or is cell resetting hard coded?...
I think you are confused what this mod does. Plants
do respawn when the cell resets. That's not a problem. The problem is that, after they respawn, you can either harvest them immediately or leave them be. But if you do leave them be, then the next time you restart Skyrim, or even if you just quicksave/quickload, they're going to be gone. The game will have 'forgotten' that they are supposed to have respawned. So basically, once you harvest a plant, it's (almost) permanently harvested. This mod fixes that by starting a timer when you harvest a plant, and when that timer goes off, it deletes the old instance of the harvestable object and puts a fresh one in it's place. That one behaves like an object that has never been harvested (i.e. the game engine won't forget it's supposed to be available to harvest). This is all in the readme.
Now, I say it starts a timer, but it isn't as though every time you harvest something I make a special timer object that's doing the countdown independently or something. Skyrim has a built-in system for tracking timed events like that, it's quite efficient, and that's what I use. Initially I was worried when making this mod that I might overburden this system if it was poorly implemented, but that has not turned out to be the case (and anyway, many many things in the game use this queue already).
Incidentally, this completely bypasses the cell reset system. This mod doesn't care about cell resets. If you harvest something and then just stand there and stare at it long enough, it will respawn right in front of you. (Technical: I can't use the cell reset system because placed objects don't receive OnReset events, and I've found OnCellAttach to be unreliable.)
edit: I hesitated to address your question "Is there literally NO other way" because I don't want to get any hopes up, but,
maybe. I didn't think of it until after I had already finished and released this mod (isn't that always how it works). At some point I'll look into it and, if I can make it work, release it as 2.0. (By "at some point" I mean "sometime this year".)
Also, a question to your mod specifically: if I add new flora in a mod, will it also be affected by this bug, and thus require me to perform some kind of similar modification to my added plants as you've done here to the vanilla game? I'm intending to add a lot of respawnable flora to the game world; this is crucial knowledge for a non-crappy mod! :3
If you add existing FLOR objects (bird's nests, mushrooms, salmon, et al), you should be fine. Users of your mod will either use this mod or not, and the objects will be fixed for them, or not.
However if you want to add TREE objects, they will be affected by this bug. My advice is to make your mod normally, with the TREE objects, and then provide an optional file that puts the fixed FLOR objects in their place. One way of doing that is to make your mod dependent on mine and reuse the new objects my mod creates, but a better way to do it is to copy what I've done to fix the problem, in your mod. You'll have to take a deeper look at what my mod does to figure that out - I won't explain it in detail here. When you do that you'll need to nick the script from my mod which you are free to do.