This is good to read coming from someone who represents PS. As it is, you can drive parameters of a terrain displacement shader by time using the "SA>" button (i.e. controlling it on the animation time line). Perhaps this is more easiy accomplished than what I described above. However, in real life, planets to not normally "pulsate" globally through time (with the possible exception of extreme time-lapse, but uniformly on a global basis?). However, planets do vary a great deal in their terrain globally depending on the location on the planet's surface. The Earth is full of examples. If someone like me is to "design" a planet so that flat places and mountainous places occur in certain places of my choice and still retain the benefit of convincing arbitrary detail at any scale, then this capability is essential.
Seeing that many image masks only have about 8-bits of gray scale, I can see that an image mask might lack the numerical resolution to control the signal level at the low end of the scale. For example, if the scale were 9000m, the incremental value might be 9000m/255 = 35m. Perhaps the gray scale could code for an exponential factor instead of linear. The user, though, would simply enter a value of 0 to 1. The math would be done underneath the surface as is done in other parts of TG2.
Oshyan, thank you for your insights.