I think this version will be superior. One ocean > three oceans.
I didn't think it was possible, but the shallow water bridges are simultaneously deep enough for submarines and shallow enough for weasels.

Weasels, flashes, and other short units are unable to fire when they cross, as they are completely submerged.
I want to play a game on it, but until then I can still offer some feedback...
-There are two strengths of metal patches on this map, I think they were 1.6 and 2.2 or so. I'd like it if the patch texture would reflect which is the stronger type, as right now the only way to tell is F4.
-You should make use of the WaterAbsorb variables in the .smd file. As of right now, it doesn't seem like the water absorbs any light. With reflective water on and the camera straight above the ocean, it's almost impossible to tell that water is there.
I was excited to see that Spring offered this ability, because you can make water act very similar to how it does in real life; water first absorbs higher wavelength light (red), then lower wavelength (green), and only the lowest wavelengths are not absorbed (blue). I think I found a pretty good setting for Tangerine:
WaterAbsorb=0.012 0.0060 0.0045;
-Your detail texture doesn't seem to be working, at least not for me. I've not yet used a custom one, just the default, so I don't know what to tell you is wrong. If I had to guess, I'd say to check the color depth of your detailtex.bmp and make sure it's the same as other people's.
Looking forward to seeing it in action.