I see the problem now and I think I can clear up your confusion here. I think you might be misunderstanding the function of the 'input' node of a transform shader.
The actual 'input' node serves only to connect the transform shader to an existing network. The transform shader must be keyed to create a transformation of any other node that feeds it's 'shader' input.
In this manner, a transform shader is a shader that basically does in one node what the get frame animator does, but there are problems with this. The main problem/difference is that the shader *must be keyframed over time. The problem you face with keying a transform shader is that there is only one(currently uneditable) interpolation method for motion, which creates an ease-in/ease-out effect. This isn't always required and that's where, and why, you'd want to use the 'get frame number' method, instead. It doesn't have this ease-in/out problem as it moves everything according to frame number in an equal measure.
Again, the 'input' of a transform shader simply allows you to connect the shader(that is plugged into the 'shader' input) you are transforming with keyframes to be connected to your node network. There is no way that I know of to drive a transform shader to change over time/frames by an outside source, manual keying is your only option.
The get frame number method allows you to input a set of constants that will change a function in a set and fixed manner over time, according only to what frame you are currently on and the value of your input constants. In other words, *THE* reason to use the get frame animator method is to get around the currently uneditable interpolation method that Terragen applies to keyframed parameters.
When the time comes that Terragen allows you to control the motion interpolation(the next major update, I believe), then you could keyframe a transform shader and not have to worry about this ease-in/out problem, removing the need for the get frame number functional method for consistent movement at all.