An Intersect Underlying, (which could also be positively offset some), with a large enough Patch Size(in a secondary node chain coming off the original terrain), helps with filling erosion channels, works great on the Alpine Fractal. That can then be merged(Raise/Add) with your regular Compute Terrain network, without much added render time at all. Played a lot with that recently for snow build-up and realised it looked very much like eroding the terrain...
*That's with just one terrain node, rather than two. ^^