You can easily move the texture space within a chain, thus repositioning the origin. Plug a PF into a warp shader's shader input, then use a redirect conected to the warper input. Then plug a displacement shader into each direction input you want to use on the redirect, then your values into the displacement shaders. This will shift the PF around what values you drive the displacement shaders, wether that's a static scaler, or a modulated value. I've used this technique to twist PFs into cone shapes for a hurricane, and sample another PF by offsetting the origin to determine if I create a sphere in a 3d grid location in one of my cloud experiments.
It's a bit convoluted, but there are plans, like you mentioned, to make this easier. But it can be done right now.