I implemented the comments about the water shader from our last session. I lowered the brightness of the reflection of the gobos above us to make it less distracting and confusing. I also backed off the refraction roughness to make it not quite so blurry at the bottom of the pool. Last time, the bottom seemed more out of focus rather than just deeper underwater, so I adjusted accordingly.
Their feedback on this pass at the water was we should take out the reflection of the gobos all together. It is just getting too distracting, even with the lowered brightness, and in reality there wouldn't be that many branches directly above the middle of this space anyway. We should just let the sky above be reflecting into the water.