Even if I up the Tessellation to 16 in the Displacement Settings and change the Mesh Decimation level to 5 in the output settings, it seems as though the Mid and High noise frequencies are not being baked into the Height Map, at 16bit.
Basically I am experimenting with different software like Grand Designer, Fractal Terrains 3 and Wilbur that can generate noise from -Pi to Pi and -1 to +1 to give spherical maps as baseline terrain textures to then work further with in Photoshop for usage within Kerbal Space Program as modded celestial bodies.
Kerbal Space Program takes an equirectangular greyscale heightmap (in my case 8192x4096) of which you can layer additional noise functions on afterwards over a procedural quad sphere. An equirectangular colour map is then applied over the mesh in the same manner.
However, Grand Designer and other such programs generate nice complex terrain and therefore it is nice in Kerbal Space Program to bake these medium and high frequency details into the heightmap and then apply a smoothing noise function to soften the 'pixellation' of the altitude on the PQS.
This is why the technique of taking the Height Ground export and combining it with an adjusted Ambient Occlusion map is the desired input within Kerbal Space Program in this case.
To give you an idea of how this look as a result, here is a screenshot of a couple of bodies I have been playing around with, over the weekend, within Kerbal Space Program itself:
You can get some really nice results this way.
EDIT: Note I keep saying above, the Albedo map, what I actually meant was the Ambient Occlusion map, I've edited the above posts to correct this.