Doing oar-based control (where hitting keys literally moves the oar, like in Tubin') might be worth trying out in a prototype. (So, like, if you want to turn, you row a little faster on one side.) Oar-based control gives you a really simple way to turn it into a funny local multiplayer party game, too, with each player controlling one oar (and shouting at everyone else).
Simulating a bit of current and fluid dynamics might be interesting. Not necessarily a realistic simulation, but something to make your heading a bit unpredictable when you're in the wake of the big boats. You can do this with a cellular automaton... and even cheat a bit and only iterate over visible cells.
For a bit of progression, you could reward the player for the trash picked up and let them buy better boats (bigger, faster, less perturbed by wake & currents, etc.), implements to (say) pick up trash a little further away, minions in little boats that circle your boat, picking up trash you've missed... anything where the player can feel that they're becoming increasingly efficient and powerful.
I don't think it's preachy or propaganda-y. My advice would be just to stay solution-focused ("Let's do something about this, so that we can show off our beautiful coast"), rather than problem-focused ("How awful people are for destroying our coast, and how awful everyone is for not caring").