Oh thank you very much for the response! I hadn't seen Liquid Voxels! (And I thought I did some pretty extensive Googling for all things Voxel Water and Fluid Simulation related to Unity).
I will take a look at that and experiment with it, but from what I see, I feel like that is going in the direction I want to head.
The Fluvio/Screen Space Fluid Rendering looks interesting, but I think you're right that enough particles to look convincing factoring in the terrain collision might be too expensive to approach with current tech. Also using this for all water (as opposed to supplementing water planes during "waterfall" points - which probably won't even work) would give me more detail than I would actually need.
It seems like Liquid Voxel's method of using a 3 dimensional array and not collision seems like a faster and better way to go. I also wonder if it could work in the following way with smooth voxel terrain:

Essentially operating in a cubic-format that it's currently doing but allowing the water cubes to go into areas on the border of the Volume Data that aren't completely "filled". In the above pic, there are 5 cubes worth of water, falling off a cliff. 3 of these cubes should "realistically" be displaced - however that wouldn't actually be necessary for practical gameplay, and in terms of rendering the Water Voxel could clip right through the Terrain Volume Data. I think this would save unnecessary calculations compared to a more "Realistic" Fluid simulation like Fluvio.
Coupling that with some rules that round off the edges of the borders of the Water Voxel and the right shader, and I think that could be a pretty convincing Smooth Water Voxel simulation.
Of course, much easier said than done, plenty of edge cases, and some of this stuff is pretty far over my head (I'm more of a "Designer who Programs") - but I will run it by the author of Liquid Voxels and see what he thinks.
Also I really appreciate your decision to offer the full featured evaluation the way you have. The price is extremely reasonable, but as an indie it's hard to throw that amount around here and there simply to try things out. I'm still in an experimental stage for this future project, but as soon as I figure out some of the big tech stuff, this will be one of the first things I buy for it

Cheers,
Jesse