Nice scene.
I like the wildness of the rocks although I agree with Ulco to break them up.
Ulco's suggestion is good, I would definitely try it.
What's also worth trying I think, if you have time, is to add your twist and shear shader as a child layer of a surface layer.
So disconnect it entirely from the network and replace it completely with a surface layer (which has no colour).
The re-connect your twist and shear shader into the network by attaching it to the surface layer's child layer input port.
With the twist and shear hooked up and controlled by the surface layer you can restrict that shader by slope/altitude and by a blend/breakup-shader.
Set the surface layer coverage to 0.5 and fractal breakup value to 1.
Now your surface layer's coverage is 100% controlled by the coverage of the fractal breakup's fractal.
Go to that fractal and give it meaningful scales, like 100 metres feature size, 100 metres lead in scale and 10 metres smallest scale.
Make sure that you don't have too many octaves, as fine noise will give you very sudden transitions from "non-twist and sheared" to "twist and sheared terrain", thus very spiky displacements.
Keeping octaves low prevent that.
Furthermore in the colour tab of the fractal breakup you can control the contrast of the fractal and how much of the small scale is visible (roughness setting).
Use a contrast of about 2-3 and roughness of about 0.5 to 1.
With the offset you can increase/decrease overall coverage.
This all seems like a lot of work, but is really a 1 minute thing to set up.