So now that I've had a chance to look at your work (so far) on my computer rather than on my phone, I wanted to take some time to address your concerns about the "smoothness" of your results.

To be perfectly honest, I don't think you have anything to be concerned about. In comparing the map you posted to real world maps of a similar size and projection, your coastlines are fairly comparable. You have to remember, you are working on a global scale with a limited amount of room to work in, and that means you are going to have to sacrifice some of the finer detail. That's not a bad thing, its just the nature of the beast, so to speak. In terms of giving it more "character," I would offer the following suggestions;

1) Maybe a touch more glaciation in the extreme north and south

2) It feels as though there is a bit too much land surface and that some chunks of that surface may be a bit too large or too "blobby." I've not tried going through the "pasta" process, so I have no clue how that might be tweaked.

3) Again, you are working on a global scale with a limited amount of room to work in. Try not to get too caught up in the details you think should be there until you start working at a scale that allows for those details. Your islands, for instance. On a global level, they might have a "blob-like" look to them, but when/if you decide to work on zoomed in views of them, you have the option of trying to break them up a little bit. It wouldn't be a stretch if two or more islands that are close together on a "local" or "regional" map appear to be a single island on a global map because that half-mile/mile stretch of water between them is too small to detail on a global level.

4) Lastly, you can always use these results as a model and do a little "forced cutting and trimming" where you think it might be appropriate or where it might serve a specific purpose for your game/story setting. If it feels right to "have a gulf or canal right here," nothing is stopping you from putting that gulf or canal in on your own.

As far as the "roundish smooth features" that currently dominate your lowlands, I am going to toss a few numbers your way....

Earth has a surface area of 197 million square miles. 57 million square miles (29%) of that surface area is taken up by land while the remaining 140 million square miles (71%) is covered by water. We learn those numbers in school. Here are some numbers that we don't always learn in school. Approximately 41 million square miles (21%) of Earth's surface area is taken up by land that doesn't exceed 0.6 miles in elevation above sea level. Put in perspective, that means that 72% of Earth's land surface is less than 0.6 miles above sea level. With those numbers in mind, I'd say you are actually pretty close to the mark from what I can see. And once again, you are working on a global level, so those differences in elevation are going to have a fairly smooth shape to them.

I know I keep bringing up that "working on a global scale" thing, and it's important to keep that in mind. By necessity, detail is limited by the scale of the area you are trying to depict and the size of the "canvas" you are working on. It's alright if your coastlines are not super detailed and have a relatively smooth appearance. The same goes for the various elevations/depths. When you start zooming in to work at, lets say a continental level, you can start detailing your coastlines and elevation breaks a little more. You can even be a little more detailed about your major rivers. Later, if you zoom in to, lets say a country/state level, you can get even more detailed with these things, and so on and so on.

Like I said, I know better, but I still find myself getting caught up in those little details from time to time (well, actually way more often than I like to admit) and know how frustrating/painful it can seem to be.

To conclude, I think what you have works just fine just as it is. A few tweaks here and there might get you closer to what you are envisioning, but just don't let those tweaks take control of your map or, like me (on far too regular a basis), you'll end up overly frustrated and move on to another map before this one is finished.