You can leave the 'mires' areas very flat. Your object selections, how they are sized, and the blending shader will make the lower and higher vegetation stand out.
Try using a power fractal with a distribution shader as its blending shader. The distribution shader will control the slope; constrain the objects to the flatter areas. The power fractal will control the coverage for the lower/flatter areas, and the higher tufted areas. You can test this at the end of the shaders tab (node group).
Check negative check box below the population's blending shader for the higher/tufted vegetation.