1) Not yet. It would be easy for me to add this (and I've been planning on doing so) but there is the problem of what happens if someone deactivates a mod that uses mine without deactivating mine. This is a trickier problem to deal with but I'm working on it now.
2) With the current design of the "natural" map generation, it is not possible to create a strict limit on island size / shape / etc., but the typical behavior can be controlled. Here's an example that might be closer to what you have in mind:
NoiseCustom({exponent=2, noise=v1, land_percent = 0.1})
v1 = {0, 0, 1, 1, 1, 0, 0, 0}
or
v1 = {0, 0, 0, 1, 0, 0, 0, 0}
A screenshot of the former (each pixel is one tile): https://i.imgur.com/Wj55vHU.png
The latter: https://i.imgur.com/iad5veS.png
By setting the small values of the noise array to 0, this creates very smooth boundaries; and by setting the large values of the noise array to 0, this removes large scale behavior (so that islands are more similar in size and spacing). With only one element of the array being nonzero this makes all the islands more-or-less circular-ish and of more-or-less the same size: if even this is not regular / smooth enough I can show how to make it even more so. Otherwise try tweaking the numbers to get the desired level of smoothness and island size. See the readme for more information on what the noise numbers do, or ask.
(The noise generation algorithm I use is not biased towards vertical / horizontal orientation so even when it makes smooth borders, these need not be aligned with the grid. If you must have straight edges aligned to the grid you can use something like Zoom(...., n) to enlarge a patten by a factor of n, which for the "natural" shapes will have the effect of pixelating the terrain (so each n x n chunk is either all land or all water). n does not need to be an integer.)
If these things suggestions are not along the lines of what you are looking for, then CTG is probably not suitable.
3) No: the preview uses Factorio's built-in terrain generation algorithm, and CTG makes terrain that is not possible with that algorithm.