Probably this should be in the Maya specific forum?
Anyways…
A place to start us with math (multiplication) nodes: bring all your disp maps in normalised to 0 to 1 then multiply them together in the correct way to get a final map. i.e. x0 is off, x1 is on. You can set this up with driven keys so it matches the weighting of your blend shapes - so as Growl BS = 1 and Frown BS = 0, you’ll have Growl Disp *1 and Frown Disp *0. As this changes from 1:0 to 0:1 the driven keys will ensure the disp maps follow correctly. Finally you take the output map and remap it to whatever range renderman requires.
The math can/should vary (i.e you don’t need to normalise and then remap, you can just perform one set of blending calculations) depending on the renderer requirements and the bitdepth of your disp maps etc.
Worth noting that just like with blendshapes you’ll get a blur between them as you blend from one to the other. Depending on how much detail you’re requiring and how much change there is between maps this can look bad. Easy way to check is to re-create the shading network in compositing software and just look at the maps as they changes occur - you’ll see if things get too blurry.
Anyway there are more advanced setups you can use but this is probably a good place to start.
Finally just want to add that I think blending displacement maps is something you want to try to avoid if you can. It’s a pain to QC and, depending on the quality you need, it’s often just as effective to switch out to a higher resolution mesh and use disp (or normals) only for higher frequency detail. I’d hazard a guess and say you might be using a too low res mesh for your final binding. Usually I’d recommend a low res mesh for animators (but enough detail to still see what’s going on with facial features etc) that swaps out during lighting to a higher resolution render-friendly mesh.