A new wrinkle . . .
I've been using a reflective shader for the surface, not a water shader, because it shaves off rendering time and with low camera angles it looked OK. But now the high camera angle means that the water surface should be partially transparent in the foreground where the angle is greatest.
No problem using a water shader instead, except the path tracer doesn't yet support it. I know we've been warned about using the path tracer for production but now that I've been using it I don't want to give it up for this scene. The quality difference for foliage, objects, and shadows is just too great.
What to do? Have to think on this.
With partial opacity applied to the water surface it might be possible to fake it. But AFAIK opacity is either on or off, nothing in between.
Maybe two renderings (path traced and standard) could be composited in post.
Open to suggestions here . . .