Waterfall splash and mist "sputtering"

Hey, I’m trying to simulate a large waterfall for an animation we’ve got working. Once the initial “drop” from the emitter object is finished the foam looks great but the splash and mist seem to be intermittently dropping out.
I have a previous version that’s working fine, but doesn’t have the level of foam that I need. As far as I can tell that’s the only thing that changed

Sim settings below.

The emitter itself does have an animated noise texture on it to control the outgoing velocity, but it’s quite large scale (200) and is only changing the phase. The RGB values of the noise are set to 255,255,255 and 205,205,205

Do you have Affect Liquid of the Splash above 0, or does the Source emit Splash as well? Seems to me like the simulation enter a loop where the liquid creates splashes and if Affect Liquid is on, they take away from the water particles (see Phoenix for 3ds Max), but then as the splash particles touch the liquid surface, they die and turn into liquid again, and this goes on and on. What if you zero the Initial Vel. Rand. option of the splash, so it’s always born with the exact same velocity as the one of the liquid that created it - would that make any positive difference?