@Hetzen, if it helps...but it does help me to think of a cloud - in TG2, a cloud has a basic size of Features, which is enhanced by the Lead-In value to proportion the larger puffs and sections in the cloud. And the details are in the Smallest Scale. The greater the octave count, the greater the detail.
I can see the clarification by penboack, but see a need for clarity. A range of mountains in TG2 would have all sorts of detail produced by the shader scale, so it's not as easy for me to relate that definition to this. Whereas the quote from Will above talks about Maximum and Minimum while Oshyan defines the Feature as an Average. That makes a lot more sense to me, especially when talking about noise.
And it's greatly useful for us to discuss this, since it is only making me think about this in a better light.