That looks pretty good. I especially like it's artifact free. No weird spikes or other unexpected features anywhere.
The only element which doesn't really go along with this is the underlying rocktexture. It's a bit noisy.
I find this one of the hardest things to do with TG2. Getting color variation to work nicely for every distance.
A good example which shows this is when you map a tile-able photo of a rocktexture on your terrain.
In the foreground you can see contrasts of colours and details, as in the photo.
However, in real life, over distance, those details and contrasts blur out and the rocktexture gets a monochromatic look, as if it is mostly 1 colour.
Not in TG2 though. There the texture gets noisy over distance.
I hope this improves greatly with future TG2 releases. I don't know why this happens. Perhaps it's because AA is based on luminance and still tries to preserve the highlights from the texture which makes the details. Or it is because of texture-filtering somewhere in the render-pipeline.
Reading this may seem to make it look like a good thing, that it preserves the contrast and detail, but in case of large-scale texturing it is a big pain.