I think the problem is the vertical 'cliff' in the 2D image. This is a problem inherent with all 2D heightfield methods. It is similar to the limitations we see when working with heightfield terrains.
On one pixel the cloud is low, on the next pixel it is high. The difference between the two values is large. The details that you add are small compared to the difference in values between the two pixels, so they don't change the value much. To solve this you need to have a less severe gradient as you travel horizontally through the cloud, so that the additional details have a range of values to work with. The more gentle the gradient, the bigger the change in shape due to added details. Unfortunately when using a 2D heightfield this means you can't have vertical cliffs.
3D functions don't have this problem because they can define gentle gradients in 3D space, even when the resulting shape has vertical walls.
Matt