The sulfur pools as they are now seem to generate in a way that doesn't match with what I have seen on java edition. such as they generate in deeper holes or on other sides of walls either partially or some times completely covered in stone / deepslate or sulfur blocks makeing them hard to see or find during normal gameplay and the potent sulfur that spawn in these pools are always off to the side or in a far off corner where on java edition they instead spawn in the center of the pools.
I created a development behavior pack which helps with the potent sulfur placement so that it does an initial scan to look for the opening of the pool into its surrounding cave (filter so there’s air on top and all four sides with water underneath) and then scan in a single column vertically until a sulfur or magma block is found before placing the potent sulfur. Ideally, however, the C++ sulfur pool code should be updated to generate more consistent pools with their anchor point/local origin more in the center.
I also tried to fix the completely enclosed sulfur pools by using the new
minecraft:height_difference_filter_featurebut it appears to only use the world heightmap for its calculations and doesn’t return a success condition in caves.