I think I'm mistaking the difference between tolerance with just a redirect, and that redirect as a warper fed into the warp input. The Warp input method has a lot more warping going on (so breaking up the clouds I'm applying too) as apposed to the redirect alone, but no detail.
Take these two examples with same redirect. Second one is the redirect shader fed into a warp input and into the colour function (to rid displacement).
And if you look at the ground in the warp version, that effect is applied to the clouds detail, which, well, destroys the cloud effect.
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In summary, I just want to push the same detail (of a scalar on Y) present up and down by the intensity of either displacement/scalar, without warping.