The reflections were parts outside the falls of the total 'water area' that were masked out by a default shader, but nevertheless caused reflections. So the masked-out areas are still used for calculating the reflection, apparently. Added a black surface layer, inversely blended by the river mask and it's solved.
I think (I know) with RT on it would take quite a bit longer as well, and it may not be necessary. I have now reduced the water shader to angles under 70 degrees again and added some 'water colors' to the vertical parts, as well as some Y-stretched white, plus of course a reflective shader (no-RT). A little more white is better I think if you look at photographs of falls (beware of dangerous sites!!!). Sometimes they're all white.
The mist could be a little thicker as well in this version, and the stones turned out a little big. And they need a little (painted) foam in their wake.
I've thought of using the shadow from surface layer, and I think it would be very nice, especially if I hang some very low density mist all over the lake. maybe I'll try it.