I don't know if it will help on this scene, but sometimes if you increase the "Millions of voxels" it can help to resolve more detail in the multiple scattering. If your cloud layer spans very large distances in world space (controlled by the "Localisation radius"), the voxels are spread over a larger volume and the size of each voxel is larger, which reduces the resolution of the lighting capture. This also means that it's best not to make a cloud layers's localisation radius larger than it needs to be for each scene.
Sometimes you need to use a very high number of voxels. To halve the size of the voxels, you need to multiply the number by 8 (i.e. 2^3). To reduce the size by 1/4 you need to multiply by 64. (Although for cloud layers that are not very tall the amount you need might not be as extreme.)
In some cases increasing the density of the clouds might help, or changing the "glow amount" or "glow power" settings.