Yeah I guess I can do that.
First of all, I don't bother with this upgrade until late game. It's not essential til then. I don't have any good replays of me showing off strong use of that because I really don't want to push the game that far against order, but I have some replays that example general water tec that I still don't see anyone use.
In this replay, I don't grab the upgrade. But what I do utilize is how threatening just a water can be. Note the position it has 3:00-4:00. Also note that around 3:30 I make use of how waters can theoretically teleport. What this is doing is simple. When a water freezes, it still moves in the direction of it running momentum. However, at the start of the freeze, it's location point is moved, yet the animation isn't finished. so yeah, you can anim cancel waters for teleports. It's how you can get around walls and stuff. I also use it to shield attacks, and eventually heal fires. simple
This replay I purchase the upgrade planning to use it eventually on a treature or charrog, but don't need because roflcopter. also note how I don't actually heal that much. cause I don't need it. It's more optimal make units than to heal. Now you'll tell me why they need both. Eles don't with this structure, cause treatures come out so fast and you can pop combinations out of your ass anywhere. So yeah, that's it I guess.
if you guys still don't get it well that's too bad. Not saying that just because I don't use it doesn't mean it's not needed, but your use choices are stupid because you were too centralized on water heals when they were broken.
EDIT: You can't strikethrough anymore? Or am I just dumb.