You get set the softness of the edge (which I didn't), even go above 100%, like 150 or 200 may help. You can also take that mask through a surface shader to give the 'grey' soft masking edge some detail. Mask a surface shader by that SSS (and the 1 or white constant), set its color to white, work on the breakup to make a cloudlike breakup (not so much warp, no distortion, different sizes). The grey gradient will thus be broken up cloudlike.
You could probably also make another cloud seed, and if you have a cloud that would nicely act as an excluding mask, multiply inversely. That would be another way.
Or use a Photoshop painted image map...