The heighmesh might disagree, and moreso the heightmesh is the solution for the shortcomings of a landscape-proper. Having spent quite a bit of time working w/tessellation and landscapes, I can say, at least for my experience, the heighmesh is superior in almost every way: it’s more performant and more dense vs tessellation.
If Epic can push WPO and/or Nanite to this layer(s) then, yes, the newer tech would eclipse tessellation. Yes, there is going to be no xy-deformation because of how the heightmesh functions, but given you can crank the detail up to something FAR more than what tessellation could offer? Seems like a no brainer to me (and this is coming from someone that used to die on the hill that is tessellation).