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Couple other things come to mind:
Maybe not having to fight wave action on surface, and possibly an efficiency gain for the prop being full submerged. Once below a certain depth maybe the game engine doesn't penalize for running the prop too shallow.
Too bad the devs don't give any more insight since I'm sure more people are interested in the workings behind the curtain (similar to how factorio folks are doing it).
That being said, the game does simulate this difference a little too eagerly, to the degree that having a boat underwater has very very little resistance.
For grumpy old man, partially submerged props are definitely a thing. They have less resistance meaning they run at much higher RPS, but they also provide far less thrust. This is easy to test with the big props
The game engine is probably not THAT sophisticated to be able to detect an efficient teardrop shape vs. an old Uboat.
I guess if I had to error in one direction or the other, I'd go with faster submerged and not worry too much about what happens if someone builds a paddle-boat from the early 1900's that can do 50 knots.