We took out the reflection of the gobos from the surface of the water, so now it is only reflection the sky above us. There are points in the camera move where is looks flat, and that is being caused by us looking directly down onto the water preventing us from seeing any displacement we applied to the surface. As the camera moves it becomes much more apparent and doesn't look quite so odd. There is also a reflection of the top of a tree that is in our HDR and it is catching nicely in the reflection, breaking up the solid blue reflection of the sky. This tree reflection also moves around the bath as the camera moves through the scene, which also helps give it a little more interest.
One problem that we came across when taking out the gobos in the reflection is that is we turn of "visible in glossy" for the gobos, it effects the entire scene, not just the water. It made all the shaders in the scene seem extremely shiny, and this was not good. So we decided to render the water separately from the entire scene, and Joey was able to comp it together in Nuke to make it work. This was a little bit of a speed bump and resulting in us having to render twice the amount of frames, but we will make it work.
After emailing Dave and Megan about this update, Dave said this is working much better than before. He also said that since the gobos are gone the water appears a lot clearer than before, so he suggested adding some kind of murkiness or something similar to growing algae to help break it up and sell the fact that this is stagnant water that has been sitting for a while.