Thanks Volker. I'll have a look at that.
Here is the image with fake stones added. I've left all of the nodes "exposed" for now until I sort out my own variation, but the idea of hiding them in a group is nifty. The group name makes them easier to find in the list of nodes. This can also be useful for hiding processing nodes in a clip while leaving input values/connections exposed in the group instead of moving all the processing nodes into 1 position.
[edit] uh oh.... every now and then when some gaps are filled the extra connections open the floodgates of ideas....

The biggest problem with the grass in this image is possibly that is too even in height... Add an duplicate fake stones layer, increase the height, drop the density and increase the density variation and you have fractal undulations in the grass. But the best bit is definitely the savings in memory usage.
Screengrab 2 is a partial render with second fake stones layer so you can see the "blades" at the edge of the render (no extra breakup of density shader yet)[/edit]