After the feedback form Dave and Megan about the water, I decided to take a stab at the water shader since Joey was working on it last week but he seemed to be doing a lot all at the same time, so I offered to try the water. I took out the subsurface scattering and added roughness to the refraction to get the effect of the water blurring the bottom of the bath as the water got deeper. I also adjusted the color a bit because it seemed to blue and too clean for standing water in this type of setting.
The comments that were given after this adjustment were that this method is working a lot better than before. The reflections of the branches in the gobos above the water are really bright and are quite distracting, so I should try lowering the brightness in the specular.