Do you add the default shader as a child to a surface shader after the terrain has been made, and after the compute terrain? Then a transform shader shouldn't mess with any previous displacements.
You can also use an image map shader to import your texture. Scaling can be done within.
You should take care that image maps/textures are repetitive, so I wouyld always prefer a procedural approach for bigger rock textures, or at least mix them in.
You also have to take care that later textures have their own displacements, so you might need to smooth the rock displacement, for a field of grass for instance. Or separate them using a merge shader with a controller (image map, or fractal, or slope by distribution shader).
The latter question, I don't know how to answer - I hardly ever work with imported HM's.