Wind doesn't really change direction on the time scales most games deal in. It tends to gust and die down with the same general directional pattern.
Exactly.
The weather engine already has wind speed and direction down pat.
As you say - its all about the localized sporadic gusts and calms - and how they move across a field of grass over time - coming and going, then springing up again elsewhere - like little dust devils.
What is is is that we're trying to fake the results of a roiling atmosphere above a field of grass, and how the air occasionally buffets it from above as it flow and tumbles by - as well as makes it bend to due general ground wind force.
So Vwind should really be a 3d vector, not just a vector in the x-z plane, and meshes should truly bend. I think i saw a UE4 video that did mesh deformation of grass based on wind. true progressive deformation (IK or lerp, perhaps), not just moving the top verts.