The new water shader looks much better than the old one, but still has some problems. One of them are the refractions. It seems like there is a DUDV map being used and the UV scale of that seems to be relative to the scene depth. This causes good looking refractions that are near to the camera, but extremely noisy and unrealistic refractions with the distance. Or in other words: smaller UV scales near the camera and larger ones with the distance.
I am not sure if this is wanted behaviour, so I am reporting this just to be sure. I think a review of the UV scaling could lead to much better results.