You're welcome. Image maps are difficult to project right, but indeed, for vertical cliffs I've used cylindrical as well, just make the X (I think) pretty small or it gets stretched over the whole terrain. I've also used a merge of several projection directions, over X, over Z and over Y, mixed by blue node or merge by merge shader, but you get some hazy overlap. Might not be bad for rocks.
Fake stones are awesome, use a transform shader (set to world) after one and it will be a real rock, otherwise it won't bulge. Mix, stretch, add, etc.
Use XYZ shader as well, it will fix displacements (so smoothing in a surface shader keeps everything before it as it was) and project (procedural) colors right. Lots to experiment with.