Now that's got potential! There's so much detail that can be seen. Yeah there's some predictability in the minor displacements, and I know what you're trying to do. What TG2 is infamous for is that trying to break up a Voronoi pattern is a hit-or-miss tactic. I've tried it all: distribution, surface layering, fractal breakups - nothing worked. I have experimented by tweaking warp shaders into doing some halfway decent results (and God knows I'm never satisfied...) but even that is again hit-or-miss.
Dune did pretty well with his 10m Cracks file. Brilliant in simplicity and looks terrific from a fair distance but getting in close shows things you don't really want - mostly due to the redirect shaders embedded. So far there's no dependable way of getting a true "natural" look on a global scale. The best I've ever done is with my Planet Creator, and even that has its limits. Looks great from afar, but like crap close up.
I say do not give up - Ryan, isn't it? We haven't conversed in awhile. I'm old and I forget. You are trying at least to pioneer the real potential of TG2 right down to its bare bones. I always look forward to seeing what you come up with.