Dune has some good tips, but I think any discussion of performance will lack real understanding without knowing what your system hardware is. For example if you are rendering at high resolution with some elements that use a lot of memory, and you only have 8GB of RAM, you may in fact be ending up using on-disk swap space for virtual memory during rendering. That's the kind of thing that might explain why your CPU use goes down (there are other explanations too).
So let us know what your system specs are, to start. And if you can, share the TGD. Your overall render settings don't sound too bad, but "the devil is in the details" and often a single unknowingly high setting (such as setting Quality to 2 or 3 includes, or using high atmo samples, etc.) can cause render times to go through the roof. Especially when you've got water in the scene that's reflecting *everything* else.
Also, I want to stress dune's point about the water roughness and transparency+reflection contributing to render time. I don't agree that a reflective shader would work in this situation because as far as I can see in your spherical render there is a *lot* of transparency going on. But I do want to note that the roughness of your water is making it look extremely noisy (which may be desirable, but to my eye looks harsh and unnatural) *and* it is going to dramatically increase render time due to massive interrefelection and interrefraction, i.e. it has to calculate a lot of stuff bouncing off of or refracting through other stuff, because of the fine details. Smooth out the water and I'd bet your render time will go down without touching any other setting...
- Oshyan