Deception and close range? Interesting, it looks like we have similar preferences in battle. So you like to stay up close, and fight with your body, and when the time doesn't call for it, you go into mid range. That's a smart strategy. Your paper ninjutsu seems very useful for those times that you want to increase the distance between your target even more and go into long range, specially if you incorporate explosive tags in the papers. Speaking of paper ninjutsu, it's quite unfortunate that they can't mix well with water, as the water or oil-based techniques would soak up the paper and cause it to damp, either falling apart or be too heavy to manipulate. Before I begin describing a little bit about water and it's properties I want to expand more on the rest of the strengths and weaknesses of it. By default, most earth-based elements or special elements are strong against water because while both being solid, the earth or variants will out-do it in terms of concentration, splattering the technique in question. As for the rest;
Water is strong to Raw Chakra, as are all other elemental affinities. The only exception is when advanced shape manipulation is used on the raw chakra, to create something like the rasengan, which is a compressed and fast rotating sphere of chakra. Techniques similar to that would be equal when combatting against water.
The next best thing to raw chakra would be, Bijuu Chakra. This is a special type of chakra that is granted by the Bijuu scattered throughout the world. It is known as one of, if not the strongest type of chakra there is. That being said, it is still not stronger than water, it is actually equal to it, as are the rest of the elemental affinities that face off against it.
Lastly in the 'regular' chakra spectrum is Sage Chakra. This is a more acquirable source of chakra, as opposed to the Bijuu chakra. The Sage chakra is gathered through meditation by taking in the force of nature. This type of chakra plays on equal terms with elemental affinities, which includes water release.
Now we move onto the hidden clan or clan specific abilities in relation to water. First up would be the Nara Clan; Their shadows aren't strong nor weak to water, so in essence they would be equal to water if they were to clash. However, taking into account the intangibility of shadows, that is something hard to imagine. One thing to keep in mind is that if a large enough water technique is used, like a wave, that will cast a huge shadow and that is something the user can take advantage of, thus manipulating the shadow to his will. So, if you ever come face to face with a Nara, that's something you'll want to think about before carelessly releasing wide-scale water techniques. This would also apply to small scale ones, so long as they produce a shadow, which most do. Next up is the Aburame; The clan specializes in manipulating bugs, so by default, anything that can kill them is strong against them. This means that water, having the ability to drown the bugs can kill them, this gives the element a superiority over the hidden clan's ability. Though cautious must be kept as some custom abilities for the bugs have been seen to overcome such weakness. Dead Bone Pulse is the next clan ability we will be talking about. This ability is the manipulation of the user's skeleton, allowing him to manipulate his own bones, and using them as a weapon as well as increasing the density of it. This brings us back to something similar to the earth relationship against water. Because the density of the bones are greater than water, they are by default, stronger than it. Next would be the Paper Ninjutsu, which I have already mentioned would be weak to water along with the reasons why. And lastly, Rain; this hidden ability is an extension of water release in combination of wind release to manipulate and create rain. Although it contains a mix of wind, it does not make it stronger than water, they are still by default, equal to each other. The good thing about this though is that, rain techniques are usually small in scale, like manipulated rain drops, so if a large volume of water is used against them, they still have a possibility to continue towards the target. Usually logic has to be applied in this case and it will be something you will learn with experience on the field.
Now I will move onto more kekkei genkai oriented techniques, which are mostly blood bound, though not all are. Although Lava is created partially by using the earth element, it is still not as dense as it, and thus, weak to it because the heat aspect of it would be cooled down to the point of solidifying and no longer being controllable.
Wood is strong against water, as you can imagine, it is denser than it, and also it's unique properties of containing moister by absorbing it. Though the main reason why its stronger is due to it's resistance against water.Crystal is another dense element that is strong against water, mainly due to it's crystallized form, allowing it to scatter or disperse water when clashing. Not only that, but the Kekkei Genkai has the ability to crystalize the water particles in techniques, causing them to turn into crystal as well. Steel needless to say is another solid element that would be strong against water. Although fire release is used to create and/or manipulate the special element, it still presents itself as a solid, unlike lava which is a more guey substance.
You'd think that Sand in most cases would be strong against water because of it's infamous reputation about being the ultimate defense due to how strong it can be compressed. However, unlike other 'solids' the water particles would be able to soak the minerals in the sand and causing them get heavier similar to what would happen with paper ninjutsu. If enough water is applied the sand will turn almost into a mud-like substance that will no longer be manipulated through the sand-ability. Magnetism is something special, that splits into three specific usages. Either the manipulate of Iron Sand or Gold Dust. These two usages are similar to sand, although they wouldn't soak in the moister, but wouldn't be strong against it either. The third usage is the actual usage of magnetism to manipulate metallic objects. In most cases, a water defense can be used to stop the attack and thus, protect one's self.
Storm in some cases is weak to water because it is partially created through it. What I mean is, storm is the combination of water and lightning. So if a large enough source of water is used against a specific storm technique, the lightning will be defused/negated, leaving only the water to either continue, or cancel out with your own water.
These two next abilities I will mention have a double strength against water, which means, your water technique would have to be two ranks higher than the technique in question in order to cancel it out, which makes things quite unfortunate. This is specially true when facing off against S ranked techniques or even Forbidden ones, as the ability to up the strength of your water is pretty much out of your hands in most cases, unless they are weakened before hand. The first one is Ice which not only is stronger due to it's density but also it's cold properties. Not only can ice scatter water in some cases, but it can also bring it to a freezing point upon contact, making it very weak against it. You have to be very careful when using water against this element as you could potentially be increasing the arsenal of your opponent by giving him more solid ice to manipulate. The other ability that has a double strength to water would be Scorch which is very very hot. The heat is so powerful that it would completely evaporate the water with ease.
Steam is what it sounds, hot water vapor. Naturally, you'd think water is strong against it, because the vapor is hot, but in this case, they are neutral as its almost like a hot mist, to put it simply. Boil is another neutral element to water that can't be melted by it, however it can be turned into a very acidic substance when facing off against it, causing it to potentially injure the user if they come in contact with it. Blast is an ability that allows the user to blow things up, or create blasts, which are mostly hot. In this case, water is strong against it, allowing it to either contain the blasts through it, or countering them after they detonate, washing out the explosion.
Sound is neither strong or weak to water. Water can be used to create barricades of sorts between yourself and the target so that the traveling soundwaves, bounce elsewhere and don't reach you, or potentially delay the effects. However you have to keep in mind that in some cases, water can aid sound release, if used directly on it, as the pulses could travel through it, and increase in power.
Water is strong against the absorption powers of Dark Release. The KG has the ability to absorb chakra, but because the water is still tangible and being manipulated, the target would have a hard time sucking it up, leaving the water without chakra, but still potentially harmful. Elemental interaction wise, water is stronger by one rank to the absorption ability while still allowing the chakraless source of water to continue or fall, depending on the situation and technique at hand. Water would also be strong against the release version of Dark as the raw energy would play in similar terms to the raw chakra I described at the beginning.
Swift is something that can't really be explained as weak or strong against water as its an ability that increases the user's own speed. So in most cases, water can be used similar to how it can be used against sound release. By creating defenses or barricades, the user can prevent or slow down his target, however this does not make it stronger or weaker to the release.
Lastly there is the Kekkei Tota, Dust Release which is an advanced version of a Kekkei genkai, utilizing more than two elements, three to be precise. This release has the ability to disintegrate water, and thus makes it stronger against it. A heavy downside to this is that there won't be an available source of water to re-manipulate after the clash of said elements.
And now that the elemental/special interactions with water are over with, I can move onto explaining to you the actual element. What I like about water is that it can be manipulated in different states; Solid, Liquid & Gas. The solid state, isn't exactly solid, but a simply a poor imitation of solid, by highly compressing the water, into an almost crystalline state. The liquid one is the most common one, as you can already imagine. Not only can the user release it, but he can also manipulate existing sources of water. Lastly its the gaseous state which would be the mist. By expanding the water molecules in the liquid the user creates mist that can then be manipulated. Personally, this is my favorite version of water, though I still like almost all states equally. As time passed we've seen some users have the ability to change the compounds of water into something more special for example, turning the water into flammable oil. Though, this ability is very rare, and mostly restricted to the toad summons, or users. A more common usage/conversion of water would by the adhesive syrup that can be used to bind or slow down the targets. In some cases we've also seen users with the ability to drain or absorb chakra through their water as a medium, most of those techniques are under the arsenal of shinobi from the hidden mist like myself.
Now with the basics out of the way, I want you to ask me any questions you may have about everything I've said. The rest of the things I will point out as the training progresses. While asking your questions, I want you to sit on the floor and meditate, as you think of the water, how it flows and feels. I want you to try and adjust your chakra flow to mimic that of water. While doing so, I want you to tell me a bit about water, and your potential plans with it's usage after hearing my explanations. I've asked you something similar before but I'm hoping that this discussion brought up some more ideas out you.