Well I was thinking about several things:
The ability to construct artificial water-reservoir tiles that can hold much more water than natural tiles (10.000?). That way we can collect water from lakes and transport it via pipe or train via outflow into such reservoirs for later usage.
If we make very large reservoirs we can then catch more rain water.
A possible optimization: right now the average-calculations can get pretty intensive. What if, when you place a pump, it calculates surfaces of the entire water surface, in layers. So for example you have a 5x5 pond of only deep water. So 25 tiles of 2.400 units of water = 60.000 units of water in that pond, and then it just starts draining from that global pool. When it reaches 0, all tiles become mud at the same time.
If there's different depths, then you can calculate all the different depth-surfaces, then lump all the water in a single pool again. But here, you calculate the tresholds of the global pool when those tiles should become mud.
Example, you have a 5x5 pond of deep water (60.000) and around that a layer of regular water (1800) of 2 tiles wide. So in total the pond is 7x7.
There will be 25 tiles of deep water (60.000) and (7x7)-25 = 24 tiles of regular water, which is 43.200 units of water. In total there is 103.200 units of water. However, in this case, once all tiles have been drained of 600 units of water (conceptually), the outer layer of water should become mud, with the inner core still having the leftover water.
So that means, if 49 * 600 = 29.400 units of water have been drained, turn the outer layer into mud.
If you have a larger pond, you can thus calculate the the global pool, and the specific tresholds of when different areas (different tiles) should become mud. Does it make sense?
Of course, for SUPER large oceans, the calculations could become intense, but at the very least you only need to do them once. Even if you remove the pumps, you can just store the state of the pond somewhere in the game.
You will lose some 'realism', of course, but I think for gameplay it's a much more scalable system. let me know what you think!
(* I edited because I did some mistake in my calculations, it's fixed now)