The Alpine Fractal Shader is not really capable of that sort of complexity, because basically it's just a certain type of noise which is analytically combined in a certain way to attempt to look like eroded mountains. I can only do this with a noise basis which works a particular way. One of the most important things that's missing is narrow erosion channels. A different approach would be needed for that.
What I meant is that sedimentation, local amplitude and maybe erosion power and some of the other parameters could be modulated by functions/shaders on a point by point basis to give you some really interesting variety if you choose good functions, but essentially the shader would still be limited to the kinds of shapes that are already possible by changing the parameters.
It's a lot easier to do this stuff with raster heightfields, hence the reason why my Heightfield Erode node does a better job of creating narrow channels.
Matt