You won't find anything like this, I don't think. The entire embark region is salty or fresh, and it mostly seems to be dependent on the altitude of the area. If anything on the embark region is below or at the ocean's surface, the entire region is salty. At least, this is how it looks like to me.
I have two wells on the same z-level, 1 is salty, the other fresh! The salty one was at my hospital, but in the end i just moved the hospital over to where i got a fresh water well, both wells are connected to the SAME cistern and a thin pipe off it (no floodgate or anything separating them), so salt is not magically spreading by contact either. Every part of the cistern/pipe is also natural rock, btw.
And this is in a Nano-Fortress of only 1x1 embark tile, so what you say cannot be the whole story. Note, i do get a little bleed-over from a neighbouring biome, because the borders are jagged, that could be areas marked as salty/fresh, but i'm not getting any contamination in my freshwater cistern being linked to a salty part.
EDIT : I have run a few embarks, and used dfliquids to do some tests. Tile Edit didn't seem to help, and i'm getting some wierd results (suprise, suprise).
On the first map, I had a salt water brook, not a water source. I dug into the soil near the brook, and filled with "fake" water. This water was fresh, but 1z above the brook. so I then dug another pit 2 levels deep, making the water on the same z-level as the brook water itself. Still fresh.
So z-level by itself cannot be the determining factor. I then tried a seaside embark,vanilla worldgen settings, and got some interesting results which back up the "contamination" meme and the "constructed floors" meme, which I did not expect.
First, I built "fake" obsidian walls in a hollow 11x11 square, filled it with water, on a cliff 2 z-levels above sea level. This was not drinkable. Next, I built a solid 11x11 obsidian square right next to it, hollowed it out with mining, filled with water. Presto! this WAS drinkable. I rebuilt the first reservoir like the second one, but it never became drinkable, nor did subsequent reservoirs built anywhere water had spilled out of the salty one.
The only difference was the floor of the reservoir when first filled with water - local grass or fake obsidian floors.
EDIT2: I just channelled a basic hole-in-the-ground (into soil), filled with water and it IS drinkable, even in this salt-water biome. So the grass is salty but the ground 1-z-level below is not salty?
That's 2/2 salt-water maps this has worked on, just channel a hole into soil and
bucket-brigade pump some salt water in, should give you fresh water. Buckets spread the salt

if you draw from a well over a salt source, the hole you're filling becomes salt water.