You have several options in how you could introduce smaller noise. A successful way of breaking up ridges, is by using a redirect shader, with one or two PFs plugged into x and z. What this will do, is push/pull your landscape to the amplitude of what ever the PFs connected to the redirect are outputting. It's a good idea to keep the displacement of the PFs lower than their feature scale, as this will avoid pushing the landscape too much resulting in 'pond' like structures. But then again, that maybe an effect you're after. It's a bit of trial and error to get right.