I'll go along with whatever you choose. But I think I've got some new maps that'll address some of your issues.
In particular:
-The way that I built the generator is prone to that, yes. But it is not an inherent fault.
-Since when are small ponds unnatural? They only form in places that are already close to water level, where you might expect to find pools. Anyway, while there is a minima problem, and small "mountains" appear, these aren't so different from small clearings and other small natural formations. You can't expect procedural generation to create maps that look exactly like the current ones, so you have to interpret them somewhat differently. For instance, current mountains appear to be perfectly conical and emerging from table- like landscape; procedural mountains are only those areas above the tree line, and are part of the terrain. You might think of a small mountain as just a bare rock clearing at the top of a hill, rather than a whole mountain that is inexplicably tiny.
-I think you'll find that that is not the case with my new continents. Unless you are going to have not only hundreds, but thousands of multigrids, it won't look like mud.
-Well... maybe I'm thinking of the terrain around my location, but hills, mountains, even river-washed plains all have a irregular noise pattern, much like perlin noise, which is the basis of my maps. Other height map generators are better about that.
-It's very highly tweakable. I've chosen these settings because they show off the coastlines, but any settings from isolated lakes to Waterworld can be done with a few keypresses.
Here, like before, the diamonds mark corners of multigrids:
One Multigrid:

3x3, nine total multigrids:

35x35 1225 total multugrids:

I just can't imagine needing larger-scale details, but adding these is possible.
Well, Whatever you choose, I'll live with it. And thanks for taking the time to experiment with the system.