you could use the compute terrain node to smooth the fractals. just check "smooth terrain" or what its called in this node.
Another way is to build your fractal up yourself. i tried this once and it worked out good. the problem is you will have a huge amount of functions.
if you use the perlin noise function, you can just multiply it by 2, sutract one and use the abs scalar to get a billow perlin. the inverted billow perlin is a ridged perlin.
if you build up your fractal like this, you can use the bias and gain nodes to get these fractals w/o sharp edges. i can try to put something together tomorrw when i'm back at my desktop.