Easy on us, we're not that fast sometimes

I think, regarding colors and depth of atmosphere you made a good start here.
However, I have some suggestions.
I have attached your image with some notes on it to help myself explaining:
It's a bit difficult to determine the scales of your terrain, mainly because of the water and the huge size of your strata-layers.
I painted a really beautiful figure *ahum* which depicts how I perceive scales in the foreground. However...on the far right foreground where the water meets the terrain I can easily imagine that he waves are 2m tall. But that would be strange, since it probably is a lake. So there's some conflict there imho.
It would be nice to have some outcrops, which in turn will make your strata look better as well.
Create a redirect shader and connect it somewhere in the terrain-group, but certainly before the compute terrain node.
Then create a powerfractal and follow/read notes 1 & 2 in the image below.
I didn't make estimations, just an example on how I choose scales for displacements.
You can measure heights, lengths etc. using the measure tool just above the render-preview.
In that powerfractal, given that you indeed have 25m features for example, choose displacement values with slightly lower values than the feature scale, say 15-20m.
Plug this powerfractal into the X- and Z-axis input of the redirect-shader. Do NOT set the displacement type to lateral or any other, just "along normal".
This should create some outcrops/overhangs etc.
Once you have succefully created the outcrops/overhangs you can tweak the strata. So to stick to my example: when your outcrops are on average 25m, then make about 2-3x smaller strata.
I'll give away one of my secrets for strata: keep the ratio of hardlayer depth and hardlayer spacing around 3:4 - 3:6
I hope you find this info useful.
Cheers,
Martin