As the comments in the source explain, once you have an orientation in the sTextureMapping, the scaling is no longer as a repeat factor (tiling in UV space). It needs to be in world space since texture custom orientation is computed based on projection in world space.
In your Grome UI this scaling is the one in world space but because the values would be too small it is divided by 1000. So what you have in the scale member inside sTextureMapping is the correct value to be used when computing the final UV matrix.
There are various threads already explaining how to deal with this structure. You can look at these threads:
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum