Have you tried the following things:
-Change the volume initialization's volume/shell/both settings on the obstacles the fluid interacts with, and seeing how they interact in a scene?
-Checked where the normals are set for objects, especially obstacles, to make sure they aren't projecting weird spaces into the domain?
-Looked at the initial trajectory of the inflow object?
I had similar issues with the fluid sim acting up (found here - Fluid sim is not working right; water forms a flat table with an object, creates a large gap ). The issues were a combination of objects needing their volume init changed, and the re-setting the normals to be inside. Took about an hour of debugging, but since it was my first fluid sim it taught me a lot about how tempermental the fluid sim calculations can be. The fluid sim is certainly a cross between "art" and "science", and you'll need some experimentation to understand how it operates. There's no easy fix, it just takes practice and time.
As I said though, if you can't figure it out after an hour or so, post back. It should be resolved with a bit of parameter spelunking though.