Adding continental plate modelling to the model can mix things up a bit. You're not going to get good looking tectonics with perlin/simplex alone. I'm basically thinking of creating a model where there is a polygonal, or grown regions which represent tectonic plates, then each one is given a motion vector. Where two plates have colliding motion vectors, you push up, where they pull apart, you push down. Probably give each edge an erosion factor, interpolated between vertexes so some mountain ranges are young (pointy) vs old (eroded). Layer this with the regular noise and you should get really nice mountain ranges.
About 4 years ago I was working on extending perlin terrain to spherical planets using cube-mapping. Basically you make a cube with meshes on the faces, then bulge out the vertexes to fit a sphere, and use 3D perlin noise, taking a spherical cross-section to get the height map. You can then tweak the vertexes up or down (from the center of the sphere) based on the height map. I'm thinking of updating it a tectonic plate system like I described.
BTW i came across this, which is a very interesting class of polyhedra for planet generation:
http://en.wikipedia.org/wiki/Goldberg_polyhedronWith these you can tesselate a sphere with an unlimited number of hexagons and just 12 pentagons at the joins. It's basically extending an icosohedron by tesselating the faces with hexagons.
Here is a sample: