For wetness just add an empty surface shader, set max height just above water level, and some softness, then add a color adjust as child, set gamma to 0.8 or lower if darker needed, and then add a reflective shader in between and turn RT off. You can leave it one, but that takes longer, but also gives a perfect reflection. Usually, I add another surface shader in between carrying the reflective shader and set a minimum altitude at just below water level to stop reflective pinpoints under water.
For small wavelest, just set water shader displacement to zero and add a pf in front of it with small sizes and very small displacement. Like 0.1/0.5/0.05 and displacement 0.05. You can warp the perlin a bit, and mask it to get (wind)patches.