First of all your distant grass object has very little blades per square meter. Secondly, you (probably) won't need three populations, but just one. And thirdly, it's best to keep the clump diameter small (1m or less) and use an extra compute normal at the end of your line of shader (just before planet), and sit the population onto that. Now you can rotate to ground normal (in the population tab), which allows the grass clumps to follow the displacements in your terrain.