In this version, genetics are a sliding scale between two useful traits.
Plant Genetics
Seed mature rate <--> Wither. Plants that don't have anything to do will wither and eventually die. This rate is slowed by the same factor that the seed maturity rate is slowed. If a plant can't throw seeds anymore it'll fall under the wither factor every tick, otherwise it's when it can't throw seeds.
Metabolism <--> Range. The higher the seed throwing range, the slower it takes a plant to charge to full.
Seeds <---> Throws. A plant can throw one seed four times, two seeds two times or four seeds one time.
Acceptable seed count -- if it can't throw N seeds, it'll instead throw this many. For a one seed thrower, this value is irrelevant. The value can be 1-4. For a 2-seed thrower, 1/2 count as 1, and 3/4 count as 2.
Intelligence <--> Reproduction. When an Herbivore drops below some range of hunger, it'll scan around it via the Intelligence stat (starts at 1) and if it finds a plant it'll change its vector accordingly. More intelligence means it'll reproduce at higher energy levels.
Metabolism -- a slower rate means the herbivore moves slower and drains energy slower as well.