A request for a (unfortunately rather complicated) node that scales the previous node plugged into it, options to scale child or input nodes and check boxes for the nodes content to be scaled would be good, but not 100% required. This stems from the number of fake stones clip files that have been posted recently and that need meticulous re-scaling for any given situation.
Try the Transform Shader. It has translate and scale options. They apply to any shader that is connected to its "shader" input. The main input is not affected by these options, allowing you to merge a translated/scaled branch of shaders into the rest of your scene.
It may not work in all situations. It works by modifying the texture coordinates before calling the shaders. Any shaders that use these coordinates to drive their internal functions should respond to the Transform Shader, but not all do. Any shaders you are using to control placement of certain shaders may be affected in undesirable ways.
The magnitude of displacement is not changed, so you may still need to edit displacement amplitudes manually. For future versions it may be possible to add an option to do this automatically, but it's not likely to give 100% predictable results.
Matt
Another problem I've discovered is that the anti-aliasing built into the Fake Stones Shader will not work correctly if you change the scale too much. For example if you use the Transform Shader to increase the size of the stones, they will appear to fade out too soon, and if you reduce the size too much then they may appear too noisy in the distance.
Matt