The tgc with the ripples was made before the new fractal settings were on board, hence the sharpness. And I know what you mean about the shifted top, having experimented with that as well. I don't think I can find those experiments easily, but remember it was done with an additional cosinus of the same X to scalar, and bias add or subtract functions. I'm sure some of the Math guys have excellent solutions for this. If I find something I'll post, but don't hold your breath.`You could also try something with a tilt and shear shader to shift the tops a little to one side.
If you have the x to scalar + sinus set up, you have straight soft lines, if you could add a number to this base and thus shift the line a little to one side, you could add or multiply these values for a bias to one side, then continue with the rest of the line of shaders.
The problem with the vanishing of the rocks has to do with the compute terrain patch size; if you decrease that they will (probably) re-appear. And/or changing the values to smaller values in the displacement intersection.
Hope this gets you on the way....
EDIT: I quickly put some nodes together, but I'm sure there's a better way.