Too many shader arrays and masks, and we get slowdown, which is why procedural methods with PF are good. WAS, that individual crater is looking real good, reminds me of Barringer Crater in AZ. To match your pic (which I think is a crater on Mercury) better, may I suggest increasing the rim setting quite a bit. Also you may consider two crater shaders in the same spot, one for the main crater, matching the main crater size, using its rim setting set just a bit bigger than the crater itself for the very tight local rim; and one shader for the radial ejecta features with a zero height for the crater and small height for the extended ejecta features. The main crater is terraced, some masked strata PF (try two masked and merged with different settings for strata spacing and plateau buildup) will work for achieving that.
A thought related to arrays - would it be possible, Planetside, to have arrays that can conform to spheres and cylinders - better yet, arbitrary object surface conformation? For instance to locate vortex shaders on a squashed sphere to simulate a jovian planet. And certainly a randomization capability, as Matt mentioned, would be nice. Something similar to the way Wings3D allows vertex randomization on a mesh.