Yes, looking way better. Color variation is just a stack of no displacement, single color fractals (added as child to a surface shader), or a stack of decreased-percentage surface shaders with rocky colors, masked by some fractal and perhaps with slope and height restraints.
You may want to restrict the finer (rough) displacement to certain areas of rock by masking those small fractals.
Well, I made you a small and quick variation setup. Millions of ways to do things.