Would be nice if I could do that, Trath. But I only get one mesh for both the inlets and the points. And things being how they are, I have to use one technique both for sandy beaches and rocky outcrops. And that means that the rocky bits will have to be kept further away from the courses meshes - which is as well, since I get to assign just one type of terrain physics to the base terrain and in this case it's the "earth" one. Golf balls landing on stony bits would not bounce as expected.
As you see, there is a lot of strategy to be considered, with constant trade-offs to be made between different (limited) options at my disposal... I might have to introduce 3D rocks, absolutely, same as I did on Black Swan.
Regarding the ocean, keep in mind that on a still image it looks a bit static - it will be constantly moving and flowing in the game, inching up and down as well, revealing and then covering up portions of the shoreline and sweeping over some shallows, hiding and revealing them...
I just saw something and am now seriously pondering introducing particle effects to add some misty spray to the equation...