Tree types for autogen are determined by the "AutogenDescriptions[xyz].spb" files in "FSX\Autogen". You'll need to decompile them with SPB2FSX (
https://flyawaysimulation.com/downloads/files/1655/fsx-spb2xml-utility/ ).
If you have the SDK installed, the source XML files are in "Environment Kit\Autogen SDK\Autogen source xml".
In the generated XML file, the "friendly name" gives a clue regarding the vegetation type. The "ModelGuid" line identifies the exact model used.
The models themselves are stored in "FSX\scenery\Global\scenery\vegetation.bgl", which can be opened with ModelConverter.
Autogen placement is controlled by the .agn files in "FSX\scenery\World\texture". If you drag an AGN file onto "Environment Kit\Autogen SDK\AGNDump.exe", it will decompile it into XML format.
I couldn't find any link between the decompiled AGN file and the object type used yet. Maybe it's the GUID of the rectangle and the grouping GUID in the "descriptions" file.
Here's the SDK page for the Autogen SDK:
https://docs.microsoft.com/en-us/previous-versions/microsoft-esp/cc526979(v=msdn.10)
So your workflow would be: Look at the forest, find its texture, find the corresponding .agn file, decompile it, check if the rectangle GUID matches the grouping GUID or however else the rectangle/poly-group relationship works, edit the AutoGenDescriptions file to add or remove tree types.