Fellow hex enthusiasts: what (if anything) is your strategy for making a hexified heightmap look organic?

I'm trying to strike a balance between clearly identifiable grid cells and a somewhat organic look kinda like the coastlines in Civ games.

At the moment I have a somewhat crude approach of averaging the heightmap pixels within a certain hex SDF range and applying blur on top.

Still looking a little too chunky though?

@TaylanK I like how the terrain looks. I don't see an issue with it.