Got some testing done. Results are … huh special? 
WARNING: Very long post
First, what happened with the non-scaling was me being an idiot. I had tried so many shaders that I was modifying the wrong one effectively not making any differences. Since that shader wasn’t used anywhere I couldn’t notice what I was doing wrong until I took the problem in its basic elements.
Now, the whole thing is pretty easy to setup. I have 2 textures I use. first one being dirt_m03icmp_brown.jpg with some params added to it.
textures/ebe/dirt_pebbly
{
qer_editorimage textures/temperate_sd/dirt_m03icmp_brown
surfaceparm gravelsteps
implicitMap textures/temperate_sd/dirt_m03icmp_brown
}
That texture is used as the middle part of the road. It’s not blended at all.
Second texture is where the blending occurs.
textures/ebe/road_alpha
{
qer_editorimage textures/temperate_sd/dirt_m03icmp_brown
q3map_forceMeta
q3map_nonplanar
q3map_shadeAngle 179
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/temperate_sd/dirt_m03icmp_brown.tga
rgbGen identity
}
{
map textures/temperate_sd/master_grass_dirt3.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
That texture is applied on each side of the road part so it will blend with that road texture and the surrounding terrain. You could look at it as a buffer zone or blending zone between the road and the easygen terrain.
Now the problem is still texture scaling but in a different way. Note that there is a fix for those problems and that’s why I’m posting it.
First, if you don’t use scaling at all, meaning no q3map2_tcGen ivector or tcGen vector etc you should get something similar to this:

It IS blending nice BUT the blending isn’t done at the same scale as the surrounding terrain. So, let’s scale it up. Here’s the result of adding
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
in the textures/ebe/road_alpha top part so the texture happens at the same scale as the terrain (which is scaled at 512).

As we can see above, the scaling occurs on the blending area, the grass looks ok but the pebbly area looks distorted and blurry. Middle area isn’t scaled at all. Not really what we’re looking for.
So, let’s scale that midldle part and see what it does. Let’s add
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
to the textures/ebe/dirt_pebbly so indeed that middle part gets scaled.

The result is not bad but not that good. Blending occurs at the right scale on all textures but the middle part is too blurry and I personally don’t like it at all.
So, the best result would be to have the middle part scaled down and the blending from the middle to the edge (grass) being done at 512.
Not hard to get if you do that:
First, remove all the q3map2_tcGen above and change that part:
{
map textures/temperate_sd/master_grass_dirt3.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
alphaGen vertex
}
with
{
map textures/temperate_sd/master_grass_dirt3.tga
tcGen vector ( 0.001953125 0 0 ) ( 0 0.001953125 0 )
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
alphaGen vertex
}
Here’s the result of that:

Very nice blend with a road area that is nicely scaled.
I would be nice if we could use q3map_baseshader or q3map2_tcGen in a stage but it isn’t possible.
Another thing is that I didn’t test with all possible textures of course so mileage might vary with different textures.
I think that covers it all. 
Comments and ideas welcomed!