Here you go Haimund, this is a v2 scene of the whirlpool deform with an exceedingly useful compound in it which can be used to apply deformations in a space local to the host geometry. The whirlpool and ridged turbulence nodes have been cleaned up and turned into proper compounds, too. In this image I've "tilted" the deformation a bit to illustrate this. The sphere shows the ridged turbulence applied as a deformer and that it is respecting the sphere's surface normals.

Basically when you deform geometry as Rob and I did in our earlier examples, the deformation is calculated relative to the global origin. But as you note, in practical use you really need those deformations to be in the space of the deformed object. The solution to this is to take all the points in your geometry and superimpose them with the origin (by multiplying the point positions with the inverse matrix of the objects center). You then calculate your deformations, and move them back to their relative positions (multiply the deformed points by the object's matrix.) It's a simple operation but can be a little tough to visualize at first...

The compound I mentioned simply performs the inverse matrix operation (ie moves all points as if the object was at the origin), then has an execute node (so you can plug in your deformation operations), and then reverses the matrix transformation to put the points back to be relative to the object's center. You can use it "after the fact" to perform this technique- if you try it on Tekano's scene it should work, too.

Here is a zip containing the revised scene plus the compounds: