From my perspective, I think you are making it too complex.
I have to keep things as simple as possible or I run into too many problems as the node tree gets big.
The easiest thing I can think of to get some more of the detail you are after is just to add a strata and outcrop node, and then mask that with a PF node. At least then you will have more of what you are after very fast.
Are you trying to do this all with functions? If you are good with functions that will help you a lot in the long run. But I think you will get much closer to the basic forms using more traditional red nodes.
I don't get blue nodes to save my life.
I would make the canyon with a image mask, and edit it in PS as I went. Then once I have the basic shapes and scale, start using power fractals including the strata and outcrops very early in the network.
Here is a very early stage of a canyon I had been working on. Basically its just a image mask and a few other things in this stage, adding just a strata and outcrop to it and masking it, and repeating, would do a lot very fast.
In my case I am waiting for vector map output to take the terrain to a sculpting soft to do more. My scene needs rectangular shapes which in TG requires blue nodes. But when I can export it as a vector I will be able to make those shapes in one short session
Anyway, not saying you will get all you want just by adding the nodes I mentioned, but I think you will get closer and be able to add to it.
Just my thoughts on it.