QuoteGizmos are simply arrangements of nodes that are "wrapped" into a single node with specific controls exposed to the end user to make adjustments.
Yeah, in Maya or anything with MEL and python too I guess, you can make any node or set of nodes, as well as UI. In TG you can collapse an entire node tree down into one or two nodes and use that as a TGC as Dune pointed out. But the problem with that is you can't hide parameters like the way you described in nuke. So once the end user gets down into the guts of it, he will be faced essentially with the same problems you are discussing.
In TG it does help a lot to keep work space neat and orderly. But from the perspective of sharing, it requires every node to have a note explaining whats going on, or for the end user to have the same knowledge level of the person who made the shader... which defeats the purpose from the perspective of what you said.
So for TG, really the only way to get what you are describing is for TG to have the ripple shader, and then people could simply share the settings recipes, and connection formulas. Still, that would cut the work load for making ripples down to 1/4 or less of what it is now, I would guess.
@Ulco, is that file you shared of the sand in the image you posted on the last page? I thought your ripples looked nice. I downloaded your share too. Thank you!