After playing with it for many hours, metaballs are not a good way to do it. And, the method is rather complicated. The viewport vs render mode isn’t working, so the viewport has to show the rendered mode (with the metaballs), which is very slow. Moreover, it takes a very long time to build the scene. And, you lose too much resolution in the fluid by having to make the metaballs large enough. And, how large the metaballs need to be changes based upon your simulation settings. So, I would say to just use CubeSurfer instead.
Overall, I’m giving up on the particle fluid system inside Blender. The model is not based upon physics, so making it look plausible is nearly impossible. It is not good for anything other than splashes and such to compliment Blender’s fluid simulator. I don’t have the time to look at Realflow or Houdini in depth, but Realflow seems like it would work the best.
I looked closer at Houdini, and it seems that the only version with a fluid simulator that could work costs $4500.
DesignSPHysics looks good for simulations with very simple dynamics, but I have no idea how the workflow of using it with Blender would work. For fluid that interacts with complex animations in Blender, I just need to make the internal fluid simulator work. I will need to fake effects wherever possible and edit scripts to avoid fluid effects that I can’t fake, that I can’t handle with the Blender fluid simulator, or that I can’t handle with DesignSPHysics. $1200 is just too much for what I’d use it for.