Getting better and better

Portrait works well, but I think I'd prefer it to be a bit wider fov and tilted slightly more upwards.
The distribution of veggies are really awesome!
I also really like what you're doing with the rock structures.
I'm getting really good results lately with my rock structures + granite shader when rendering detail 1.5 with AA12 (CR or MN filter).
It's something I have been doing since the discussion around one of Mick Haze's fjord render where he compared upres vs higher detail rendering.
This showed that rendering at higher detail and AA greatly reduces TG's propensity for rendering too bright speckled surfaces.
It will also make your displacements shine more, probably.
Perhaps you could try a crop and see how it looks?
It seems you're dealing with the same issue I'm also always having trouble with: muddy looking renders.
There's a kind of veil of haziness with large scale TG renders which I for the life of me can't get nailed correctly.
"Yes of course, that's atmospheric haze adding up over distance" one would reply lazily, but it's not that easy.
Just go to whatever landscape photo website and see photo's of landscapes (similar to this render) with great atmospheric clarity and rich colours.
If you drop densities in TG's atmo model then the sky gets devoid of any scatter and will completely destroy richness in colours.
Too much logically also doesn't work.
All in all I find TG's fall-off of density very difficult to handle and not realistic.
There's just too much discrepancy with what I see with my eyes as well as what I see on many many photographs online, regardless of post-processing renders/photographs as they allow for similar opportunities for post-processing.
Second or adding to this is that TG's atmosphere also does not really seem to "radiate" as much as you'd like to see.
Say you like a clear sky, but still with some rays then it's either not possible because the sky is too "thin" for rays or when you increase "thickness" of sky you do get rays but your entire render is covered in a veil of haze/muddy look.
It's very difficult to explain, but I have said it before that there's something off about how haze and lighting work together in TG and how haze drops off over distance.
Cheers,
Martin