Displacements can't be populated, crater shaders are displacement and not objects, so unless we can figure out how to do instancing of displacement shaders (how do you handle this with an infinite procedural shader?), then the short answer is no. Of course there are workarounds as the crater construction kit and others have shown. If we could use objects to drive displacement again this would be some kind of a solution, and in fact a more versatile one, but that's not something we currently have planned (though it would indeed be nice).
So basically there are possibilities, but nothing specifically planned for now.
- Oshyan