Thanks guys. The curlies can never really break into themselves of course (it's all one paperthin planet surface), but the amount of curl can likely be steered by 'something', perhaps the distance to shore, or height. But first I'd have to make this so there's masks to be had. If I want to displace the rolling tops (bubbly and foamy), there's a problem.
What we really need for this to work globally is a vector displacement shader where the vector can be derived from coastal shape/height.