No there is no way to tell Instant Terra to discard the cached nodes.
Instant Terra uses an automatic discard system. For instance, it's possible to compute the three Vector Warp Blur nodes of your project with 4K terrains and masks with a computer with 16 GB of RAM, even if the total amount of memory required to store the terrains and masks of all nodes is greater than 16 GB.
To get a quick visual feedback, Instant Terra doesn't compute nodes one by one, but all nodes at the same time (kind of). That's why it requires quite a lot of RAM to run.
If the amount of available RAM is too low, Instant Terra may not be able to compute a node (you will see the waiting animation forever), but it's not supposed to crash. If it crashes, it's a bug that we have to fix.
For your specific project, you can use Multi blend nodes. For instance, you can replace 4 Blend nodes by a single Multi Blend node. The number of nodes will be reduced and the project will require less memory.
BTW congratulations for your component, the results are awesome!