Thank you. I’ve been a bit concerned about going overboard with the textures. 9 1024-2048x UV sheets for one building and a few throwaway details seemed a little overkill to me, specially considering I’m intending to use this in a realtime environment.
…but, since you didn’t mention anything about it specifically, I’m assuming I’m alright. 
As for the copyrights and all that good stuff, I think you’re all pretty alright, and I doubt anyone here will blatantly steal it from me. This seems like a pretty on the level, tight knit community. Not much to worry about, other than people seeing my project long before it’s done.
Though by “including a license in your .blend’s text block”, I assume you mean open up the blend file with a text editor and slap a paragraph or two deep inside it, right?
Now for the matter itself, some googling showed that BGE does not support buffer shadows from alpha-maps. In fact, after simple checking, I see that BI doesn’t render them either (raytraced shadows work fine, of course, but those are not for BGE).
Yeah, I did some checking and came to the same conclusion. Kinda sucks, since it would’ve been pretty cool looking, but I can always make a stencil map, and bake AO onto the texture sheets inside of Modo (or Blender, if I ever get around to learning how to do that there). The only thing I’ll miss out on there is the layered shadow effect on the leaves themselves. Since all the leaves don’t have their own unique UV space, I can’t use AO on them. The only thing I could do there is to maybe set the buffer shadows so they’re less distinct. Maybe round them off, make them a little more hazy. Just have enough in there to suggest some depth.
…which it looks like I can do, I just gotta learn how.
edit: oh, and the gashed line effect. Do you have any idea what’s causing that? I figured it was an issue with the buffer shadows, but turning them on and off doesn’t get rid of it.