Haven't had a look at your clip, digitalis99, but you seem to have got things sorted out now by the looks of things.
I've been doing much the same thing in the last couple of weeks with the noise constantly moving over the plane, as Hetzen mentioned.
Two transform shaders and a single fractal have proved quite useful. An initial wavy-type fractal which is moving along on all 3 planes, with a constantly rising, or falling, Y motion so that there will never be a repeat of the wave pattern. The second transform shader simply moves/shrinks/shifts the initial fractal in the opposite direction, giving more octaves to the surface and a mask for foam to follow(a secondary fractal but blended by the first set's colour output), and also means there's less to control, instead of lots of fractals shifting over time. If I get any decent sequence rendered I'll post to the forums, I have literally 10's of different wavy water .tgd's(as I'm sure a lot of us do here), each have their own merits and downfalls, the trick is to find that one magic setting in the easiest manner and then we'll be cooking! Who'd have thought such a seemingly simple looking effect would prove this hard. Proper animated water, with foam, breakers and constant random motion is probably the TG2 Holy Grail. Well, one of them at least! We have many grails to find in here!
I'll have a look at your clip later on, cheers for posting!
* Something I've found that might be of help. I've found it a little easier to use the colour output of the water's wave fractal to drive a separate displacement function, as the displacement(from the displacement tab of the same fractal) can differ greatly to what you expect from the colour output. When you can see that your colour preview is working as expected to give a decent result for a surface, only to find that the displacements from itself don't match that pattern, it can make a lot more work than is required to bring them together. At least, I've found it more useful to simply use the fractal for colour only, anyway. *