I think I
would use the redirect shader for this. You can specify displacement along any direction via redirect shader and no preceding compute normal/terrain is required.
I think redirecting is a nice, cheap way to add large, multi-directional displacements
before computing your terrain, then on your final resulting(computed only once) terrain, you can populate etc.
Using both a negative displacement, and a positive displacement value(with different seed values, of course) in the X and Z fields of the redirect shader to get lateral redirection, I
think, would be faster to calculate than using just one 'lateral' displacement and another compute terrain node. Again, I
think, maybe this isn't true, I'm very often wrong.
You would still use your distribution shader/s on the negative and positive displacement functions.
As with everything with TG2, though, there's many different ways to skin a mongoose. I like the redirect shader, however.