Ok, I've looked at your file and found some "problems", I'll sum up some of them here:
- You've used lateral displacement in some powerfractals. If you have vertical walls and apply displacement to it along the normal, instead of lateral, you'll already get horizontal-like displacements in a lateral manner.
- You don't need to apply displacement in powerfractals which act as blendshaders.
- It's "best" to do all displacements in the terrain groups: don't use colors in the powerfractals which have to displace the terrain. TG will convert these colors back to grayscale to calculate displacements and this way it is very hard to get good control. Instead, you can better create grayscale fractals (b&w only) to create displacements and then use the same fractals as blendshaders for surfacelayers. The surfacelayers are placed best in the shaders group.
- Also, keep in mind that TG2 doesn't handle height/slope restrictions before the first compute terrain. You did this correct, but just for you and everybody to know.
- You don't have to increase the samples in the quality tab of the reflective shader if you don't use raytraced reflections. This setting only applies when using raytraced shadows.
I'll see what I can do with your file, but given these above examples it would mean I pretty much have to start the scene again from scratch

Cheers,
Martin