Yay verily, the high-res texture algorithm in L3DT 2.3c is vastly improved. In the old algorithm, the land types were interpolated between attributes-map pixels, which made high-res textures a bit blurry at interfaces between land types. The new algorithm, which will only be available in L3DT Professional, calculates the land types procedurally per-texture-pixel, which makes the textures look much more detailed.
I've posted a few pretty piccies in the users' gallery, one of which is this:
L3DT 2.3c also includes high-resolution lightmapping, but I don't have any screenies to show right now.