Creating flowmaps on eroded terrain

I have a workflow question. I work with terrains in real time game engines, and after producing something in World Machine I will further sculpt the result in the engine editor, often making some radical changes. I go back and forth between the editor and World Machine many times. Each time though I’m eroding the terrain more and more, and so eventually the results become too eroded and not what I’m looking for. But after making changes I want to regenerate the splatmaps, such as the flow maps from an erosion filter.
I could of course blend the new results with the old to reduce them, or just apply very subtle erosion, but I’m curious to know how others deal with the same issue. That is, how to produce flow maps on an already eroded terrain without producing overly eroded / extruded results?

I am trying to gain/bias after erosion and flowmap, I am now also trying Slope selection

Yes, if you’re repeatedly iterating through erosion there’s no going backwards… other than doing your modifications to the terrain prior to erosion I can’t think of any miracle options. Except that, if the changes are relatively small, you could try simply using the flow maps produced, but NOT the terrain file produced. If the terrain has been previously eroded most of the character will be the same but you will prevent the continuing erosion of it.

Thanks for the reply. Yes I think the answer is to find a balance.