Well, it was intended to strengthen Water itself - it already has so many synergies, it became more of a weakness than an advantage. The cards you listed while working awesomely, are easy to get around, mostly based on the same mechanic, and can only delay opposing creatures; a well rounded deck nowadays can easily bypass the defenses Water can provide, especially when expected. Also, Ice bolt is a great card, but very, very hard to kill with, and Flooding.. well, powerful in theory, but close to useless in practice.
You're more often than not forced to use one (or more) off elements not just to complement the deficiencies the element has, but to use many of its creatures to their full potential.
Also, if you think about it, the 1 | 2 damage Desiccation deals is hardly enough to kill anything (especially unupped, where it also severely wounds many of your own creatures also), with the exception of various 1 costed ones (like Skeletons, Déja Vus and such) and many of Fire's creatures - which is again intended; as a form of counter-action (which would come naturally from Water against Fire, at least in my opinion).
I see nothing wrong with broadening the theme Water holds in Elements, it should be the most mutable element after all.
"Water elementals have a good balance between offensive and defensive skills." - we need more offense.